Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on May 06, 2018, 04:09:08 PM

Title: SWAT 4
Post by: Asid on May 06, 2018, 04:09:08 PM
(https://images-2.gog.com/8aedca783fb59e220e652474143af83b4eb537bb0f77da5a8de8c5d52285db90.jpg)


SWAT 4 is a tactical shooter. The player leads a SWAT tactical element in resolving various situations, such as hostage standoffs or apprehensions of dangerous subjects.


Buy on GOG: Here (https://www.gog.com/game/swat_4_gold_edition)


Single-player, Multiplayer, COOP



Trailer

https://youtu.be/D9aqNVYTOKA


About

SWAT 4: Gold Edition includes both the base game and its expansion, SWAT 4: The Stetchkov Syndicate.
It’s not just about the badge, it’s about the rush.

The adrenaline is always high as you carry on the legendary SWATฎ tradition--leading an elite squad of tactical experts into hard-hitting action that delves deeply into every detail of the experience. In a city rife with armed felons and explosive situations, only the unique skills of your men will do--because when SWAT gets the call, there is no other option.

Enter the tense, gritty, explosive world that is business as usual for SWATฎ. SWAT 4 gives you easy control over advanced strategic and tactical tools. Plan missions. Deploy your team. Take down dangerous criminals. And in the SWAT 4 Expansion Pack, you get additional weaponry, equipment and even greater challenges. It all adds up to a rush so intense, it could only be SWAT.

•   Exploding with action: 21 intense missions in fully-detailed environments.
•   Vast Arsenal: From deadly assault rifles and powerful shotguns to less-than-lethal stun guns.
•   Advantageous Equipment: Variety of tools available to observe, access, and control situations.
•   Play with Others: Numerous CO-OP and competitive multiplayer modes extend replayability.
•   Quick Mission Maker: Create detailed custom missions for yourself and your friends.


To simulate realistic police procedures, SWAT 4 encourages the use of non-lethal force to subdue and arrest subjects rather than incapacitating or killing them. In addition, players must follow strict protocol to ensure proper use of force. Penalties are given for unauthorized use of force, injuries to hostages, officer incapacitation, and personal injury. If a hostage is killed, the mission is automatically deemed a failure. On the higher difficulty levels, more points are required to pass the mission, with 100 being perfect. On the most difficult level, Elite, players need a 95/100 to pass, and will fail for killing even a single suspect, losing more than two team members without committing an infraction, or committing any infraction in addition to being injured.

The player character leads a five-man SWAT element made up of the leader and four other men that are divided into two teams, Red and Blue. The player does not assume direct control over the other officers. However, orders can be issued from an order selection menu, ranging from clearing a room to covering an area and handcuffing a compliant person. Additionally, a video camera is mounted on each police officer's helmet. This allows the leader to see what other members of the element see, and to issue appropriate orders to a team that is in another location.

All missions start with a pre-mission briefing which describes the situation and gives whatever details are available on the suspects or hostages. For some missions, a 911 call is heard, which can give a clue on what to expect, and what equipment should be chosen for that situation. The briefing identifies mission goals, which consists of bringing order to chaos by arresting or neutralizing all suspects, and rescue all hostages or other civilians. Sniper support may also be provided, but the snipers' views are limited to static parts of the map, often covering a single window. Different objectives may include the capture of a specific suspect, finding out the fate of an undercover officer, or defusing explosives. After the briefing, the player can choose equipment for themselves and the other four officers. Some mission maps also provide for multiple entry points.

A perfect score may be gained in a campaign by arresting all suspects and rescuing all civilians, securing all weapons, reporting all status updates, not suffering any losses to the team, and not receiving injury. The missions progress from poorly armed suspects to well-equipped terrorists with weapons such as AKM rifles. Suspects may also obtain gas masks, helmets, and body armor, sometimes given to them by the police during negotiations. Suspects who cannot be arrested or who will not cooperate when verbally challenged must be neutralized according to SWAT protocol.

SWAT 4 uses the concept of authorized and unauthorized use of weapons. Most situations require the officers to give the suspect a warning to give them the chance to surrender. Shooting a suspect that is not posing an immediate threat is considered unauthorized use of force or deadly force, depending on whether the player kills the suspect. A non-compliant suspect that does not point his weapon at another person may not be lawfully shot. A single unauthorized use of force deducts 5 points, while deadly force deducts 10 points—this is in addition to the missed points for not taking suspects alive. Shooting is allowed if the suspect is pointing their weapon at a hostage or a SWAT team member or if they open fire. Suspect reactions to warnings differ—some may attempt to hide and set up an ambush, some immediately surrender, others will flee and some will open fire. Some suspects may also pretend to surrender and open fire or run. Suspects cannot be immobilized; shots to the legs or feet only causes them to limp.

The characters in SWAT 4 are easily injured. Even though all members of the element are equipped with armor, they can be incapacitated quickly. If the player is incapacitated, then the mission ends in failure. Lightly wounded players suffer gameplay penalties depending on injury locations. Leg injuries result in a limp, and arm injuries result in loss of accuracy.


Equipment

A major factor in SWAT 4 is selecting appropriate equipment to use for the mission. Several firearms are available for use. For most guns, it is possible to choose between standard hollow point ammunition (which is better suited for those enemies in light armor or with no armor as it has good stopping power and can cause the most damage to unarmored targets), and full metal jacket ammunition, which provides better penetration and is advised for use against heavily armored targets. In addition, the player can choose a loadout of less-than-lethal weapons, which do not have the capacity to incapacitate or kill but instead force compliance, and other pieces of tactical equipment. There are two primary weapons that are non-lethal and one secondary. The primary ones are the non-lethal shotgun, which fires beanbags at a high muzzle velocity, which causes disorientation and intense pain, and the "pepperball" gun, which is essentially a heavy duty paintball gun that fires paintballs filled with a chemical irritant. The only available secondary weapon that is not lethal is the Taser. The other piece of non-lethal tactical equipment is pepper spray, which can be carried alongside other tactical equipment: stingers, flashbangs, CS gas, door wedges and the Opti-wand. In the Stetchkov Syndicate, two additional nonlethal weapons are introduced: the less-lethal grenade launcher, which can fire batons, flashbangs, CS gas, and stingers; and the Cobra stun gun, which fires either one or two Taser shots at once or can be used as a contact stun gun.

When playing online, the player has an added protections tab in the equipment selection. The player has to choose between a gas mask or helmet, and thus even the SWAT team can be affected by CS gas if the helmet is selected. When choosing the gas mask, the player's vision is partly blocked and the player's head is more vulnerable. The player must also choose between heavy or light armor.


Multiplayer

SWAT 4 also features several multiplayer game modes, all of which are team-based: SWAT versus suspects. The multiplayer modes are:
•   Barricaded Suspects. Teams gain points by arresting or killing members of the other team. The team which hits the score limit first or has the highest score when the round time ends wins.
•   VIP Escort. A random member of the SWAT team is selected to be the VIP. The suspects must arrest the VIP, hold him for two minutes and then execute him. The SWAT team must escort the VIP to an extraction point on the map. If the suspects kill the VIP without holding him for two minutes, SWAT wins. If a SWAT team member kills the VIP, suspects win.
•   Rapid Deployment. Three to five bombs are placed throughout the map. The SWAT team must locate and disable them all within a time limit, if they fail to do so, suspects win.
•   Co-op. This allows the player to play through the single-player missions with up to four other people taking the place of computer-controlled SWAT officers. In the expansion, Co-op can run on custom missions and with up to ten players per game, which can further be split into two completely separate teams (red and blue) with a leader each. This is not similar to single player teams where an element leader controls both teams.
•   Smash & Grab. (Only available on The Stetchkov Syndicate expansion) The suspects must collect the briefcase and take it to the exit before the timer runs out. The officers must stop the suspects from reaching the exit with the briefcase. If a suspect is arrested, 30 seconds are deduced from the game clock, If a suspect is killed or arrested carrying the briefcase, the case stays where it is dropped. Officers cannot pick up the briefcase.


SWAT 4: The Stetchkov Syndicate
SWAT 4: The Stetchkov Syndicate is an expansion pack for SWAT 4 released on February 28, 2006 in North America and on March 10, 2006 in Europe. The expansion includes seven new missions featuring the fictional Stetchkov crime family.

VoIP capability has been added to multiplayer games, there are seven new missions, two new multiplayer modes, seven new weapons, players may strike suspects or hostages to prompt compliance, which has the same effect as a non-lethal weapon, suspects will now pick up their weapons if they are not swiftly arrested, 10 player co-op with up to two teams of five, stat tracking, ladders and rankings for multiplayer, orders can be held in single player until the leader gives the go command and an option to have only one person issue commands and lead the team.




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Title: Re: SWAT 4
Post by: Asid on May 06, 2018, 04:09:41 PM
Mods

SWAT: Elite Force:  here (http://www.moddb.com/mods/swat-elite-force)
Server Browser Plugin patch:  here (https://github.com/sergeii/swat-patches/tree/master/swat4stats-masterserver#master-server-patch)
Setting up a local server: Open ports 10480 - 10483 TCP/UDP on your router,



SWAT: Elite Force

SWAT: Elite Force is a user-created addon for SWAT 4: The Stetchkov Syndicate that adds a large number of new features and custom content to the game.

History
Eezstreet started work on SEF in 2015, but most of this early work bore little in the way of early features as he learned to develop on SWAT 4's Vengeance Engine. Coming from a Quake 3 background, much of the work seemed easy, but documentation about SWAT 4 modding was spare and hard to find. On top of this, native classes made it difficult to implement much of the features that were wanted.

SEF started to expand rapidly in early 2016, with new team members such as Jose21Crisis, and Rangar, other members of the team, Engi and Sandman332 joined the ranks later on, helping with mapping and other inner-workings.

One of the earliest features to be added was cardiac arrest  , a feature which made tasers much more dangerous. From there, the AI was examined, and cut content was beginning to become restored.

Motivations
Originally, the mod was designed to be a police training tool, similar to the likes of Canadian Forces: Direct Action. Other mods were influential; Speech Recognition Improvement was borrowed, and the graphic command interface layout was inspired by 11-99 Enhancement's configuration.

Instead of overhauling all of the graphics, the decision was made to keep the original game's aesthetic, and focus on being a simple improvement mod that would be used everywhere.

Main Features
The mod is an overhaul of all aspects of the game, except for the graphics. New pieces of equipment, improved AI, restored cut content, quality of life features, and modern amenities such as widescreen support were added to the game.
•   SWAT 4 and The Stetchkov Syndicate campaigns merged into one "SWAT 4 + TSS" campaign. Like in The Stetchkov Syndicate, missions have equipment that need to be unlocked.
•   Extra Missions campaign, including one new level.
•   All Missions campaign, which allows the player to play any map on their hard drive in singleplayer.
•   Permadeath  options, for extra challenge.
•   Vastly improved officer and suspect AI. Suspects can take on different personalities  , such as "Insane".
•   Traps. Originally a cut feature, traps may appear in several missions (such as Fairfax Residence and Stetchkov Warehouse) and force the player to go around them.
•   Changes to equipment. All equipment now has Weight and Bulk, which affects your movement and use speed. The player can now choose how many magazines they would like to bring on the mission. (The Ammo Bandolier  has been removed)
•   Less Lethal equipment has been changed significantly. Tasers can cause cardiac arrest  if used on the elderly or those in poor health; the Less Lethal Shotgun can kill if used at point blank range. The Pepperball Gun is not nearly as effective, and flashbangs are now potentially lethal pieces of equipment.
•   More equipment. The player now has access to the Riot Helmet  and ProArmor Helmet  , two cut helmets. The SAS Mod has also given permission to add their weapons into the mod, some of these include the MP5K Submachine Gun  and the Browning Hi-Power pistol  .

Title: Re: SWAT 4
Post by: Asid on May 06, 2018, 04:12:28 PM
I have had some great fun with Beef and Wilso. It is easy to get into.

It is very tactical. No run and gun here  :shooting-two-guns

It can be purchased from GOG at big discounts as it goes on sale  :thumbsup
Title: Re: SWAT 4
Post by: panthera283 on May 06, 2018, 05:58:46 PM
Very good idea revive one of these old good  cqb simulators. im going to download the mods and im interested to join some party when you play it.

Thanks
Title: Re: SWAT 4
Post by: Asid on May 07, 2018, 12:12:17 PM
It is a great tactical game. It works well in single and multiplayer.

I have had a few games with Beef and Wilso. They were very good  :thumbsup . Planning, stealth, tactics and communication are very important.

We already have a TeamSpeak room dedicated to SWAT4.

Just keep an eye on the forum for announcements. Also let us know if you are playing  :thumbsup
Title: Re: SWAT 4
Post by: Asid on May 08, 2018, 01:26:07 PM
We are using V6.4 of the SEF mod because 7.0 is alpha.

Title: Re: SWAT 4
Post by: Asid on May 13, 2018, 01:06:42 PM
Great game last night with Beef and Cougar. Tense, immersive and fun  :thumbsup
Title: Re: SWAT 4
Post by: Asid on June 03, 2018, 07:11:58 PM
Great fun last night with Beef and Cougar.

Cougar and I did a perfect mission...It was nearly over...Until Cougar shot a civilian  :Wag finger

Beef joined us later. He let off a device to breach a door to close to me.....Ouch,,,

lololol
Title: Re: SWAT 4
Post by: Attila on June 04, 2018, 06:27:23 PM
Nice, thx for the info, had bought the SWAT 4 on GoG an patched like above mentioned.
Title: Re: SWAT 4
Post by: Asid on July 23, 2018, 02:41:09 PM
SWAT 4: Gold Edition

(https://images-2.gog.com/8aedca783fb59e220e652474143af83b4eb537bb0f77da5a8de8c5d52285db90.jpg)

$11.29  $5.64  50%off

https://www.gog.com/game/swat_4_gold_edition

Great game in sp & mp
Title: Re: SWAT 4
Post by: Asid on August 21, 2018, 01:08:31 PM
SWAT 4: Gold Edition

(https://images-2.gog.com/8aedca783fb59e220e652474143af83b4eb537bb0f77da5a8de8c5d52285db90.jpg)

$11.29  $5.64  50%off

https://www.gog.com/game/swat_4_gold_edition

Great game in sp & mp
Title: Re: SWAT 4
Post by: Asid on March 13, 2019, 11:04:03 AM
SEF mod updated to V7.3 alpha

(https://media.moddb.com/cache/images/articles/1/251/250878/crop_120x90/color.png)

Download (86.9MB):  here (https://www.dropbox.com/s/kvoqct9fblrrsnl/SEFv6x-to-7testa3.zip?dl=0)

v7

MAJOR FEATURES
•   New and altered equipment!
o   Added new weapons: SCAR-H (+3 variants), AKs-74u, MP5K PDW (+1 variant), Glock 18 and Glock 19.
o   Added the ability to take no weapon!
o   Weapons have received visual tweaks: G36K, MP5 (silenced), UMP (silenced), Desert Eagle
o   Gas and pepperballs are now less effective.
•   New commands: Sharing is caring!
o   You can now order your AI-controlled officers to share a piece of equipment with you. These are located in a new submenu, called SHARE >>
o   You can now give your teammate a piece of tactical equipment (lightstick/grenade/wedge/optiwand/pepper spray) by pressing melee at your teammate while you have that item equipped.
o   The INVESTIGATE menu has been spruced up. You can now order your team to either MIRROR FOR TRAPS (replaces CHECK FOR TRAPS), MIRROR FOR CONTACTS, or MIRROR FOR ALL, which combines the two commands, but is slower.
•   New AI behavior!
o   SWAT AI can now be affected by less lethals! There's now a very clear reason why you want to grab a gas mask over helmets for your AI.
o   SWAT AI can now use grenade launcher! When issuing any order which uses grenades, they will use the grenade launcher instead, if it has ammo.
o   SWAT AI, when deploying a wedge, will no longer move out of the way when bumped by a door.
o   Suspects will now try to escape when they are compliant, and the player is not watching. Now it's not only weapons that you need to worry about...
o   Suspects now have a random chance to either investigate or barricade, instead of it being based solely on where the suspect spawns.
•   Upgraded Quick Mission Maker!
o   Have you ever wanted to create your own campaign path? Perhaps with custom levels? Now you can!
o   You can now use custom maps and write your own briefings for the Quick Mission Maker.
o   Additionally, you can create a progression and unlock system for your custom campaign.
o   Refer to the section titled QUICK MISSION MAKER CHANGES for more details.


ALL CHANGES
•   Added new weapons: SCAR-H (+3 variants), AKs-74u, MP5K PDW (+1 variant), Glock 18, Glock 19, No Weapon
•   Implemented new Desert Eagle model
•   Added 2 new armor pieces: Heavy Kevlar Armor (Level IIIA) and Heavy Ceramic Armor (Level IV).
•   You can now order your officers to give you a grenade, lightstick, C2, optiwand, pepper spray or wedge.
•   SWAT AI now uses grenade launchers correctly.
•   SWAT AI can no longer do direct impact damage with grenade launchers.
•   SWAT AI no longer moves out of the way when bumped by a door, if they are deploying a wedge. Note, if they are moving into position to deploy the wedge, they will still move out of the way.
•   You can now issue a DEPLOY WEDGE command on an open door. When used, officers will close the door and then deploy the wedge, instead of having to issue two separate commands. (note, it was possible to have officers wedge doors open when using the Speech Command Interface. This has been fixed.)
•   CHECK FOR TRAPS has been renamed to MIRROR FOR TRAPS and requires an optiwand to be equipped on an officer to use.
•   MIRROR/SCAN DOOR has been renamed to MIRROR FOR CONTACTS
•   Both MIRROR FOR TRAPS and MIRROR FOR CONTACTS have had their speed increased by about 20%.
•   Added a new command: MIRROR FOR ALL. This command combines MIRROR FOR TRAPS and MIRROR FOR CONTACTS, but takes about twice as long.
•   Suspects will attempt to escape when compliant and not being watched.
•   Suspect archetypes now dictate the investigate/barricade chance instead of it being dictated by spawn point.
•   Suspects will remain in a barricaded state, even after firing upon a door.
•   Suspects will close doors after firing upon them while in a barricaded state. The time it takes to do this is random.
•   Removed the weapon pickups at the beginning of the Training mission
•   Added two new Weapon Cabinet objects to the beginning of the Training mission. When you use them, you can exchange your weapon for something else. Good for testing all of the weapons easily!
•   Lightsticks will now correct their position when they fall through the geometry. 99% of the time, they won't fall through the floor.
•   After checking a lock, the default command context option will be "Open and Clear"
•   When aiming at an uncompliant civilian or suspect, the default command will change to a DEPLOY command which suits the situation.
•   Added a first person viewmodel FOV slider to Video Settings
•   When opening/clearing or moving/clearing, officers drop lightsticks at their feet instead of at the doorway.
•   Maps have the ability to randomly open or lock doors which were ordinarily closed.
•   In multiplayer, you can modify the amount of suspects and hostages that spawn (check the Advanced tab on Host Game)
•   Added new admin permission, "View IPs". When a role has this permission, it can see player IPs in the WebAdmin interface.
•   Added new admin permission, "Toggle Voting". When this is used, voting can be temporarily disabled.
•   Added new admin permission, "Toggle Player Voting". When this is used, a player's voting rights can be temporarily taken away.
•   When a person logs in as a guest on WebAdmin, their name shows up as "Name (WebGuest)" instead of "Name (WebAdmin)" to better differentiate between admins and guests.
•   Player names show up according to the color of their team in WebAdmin
•   WebAdmin now shows player status (Ready/Not Ready/Not Available/Injured/Healthy/Incapacitated) and shows who is the leader.
•   WebAdmin now shows the current map and server name on the main interface.
•   WebAdmin now displays voting messages, as well as commands that are issued (e.g, "FALL IN") in order to minimize abuse.
•   You can now pull JSON data from WebAdmin. For more information, see the section titled Admin System in the README.md.
•   The MP5 now has beefer sound effects when firing in semi-automatic mode.
•   Added the option to disable Ironsights zooming
•   Added a new Controls category, "Multiplayer"
•   Renamed "Zoom" in Controls to "Aim Down Sights/Zoom"
•   Renamed "Melee" in Controls to "Melee/Check Lock/Give Item".
•   Added an entrance selection box to the debriefing menu, so you don't have to sit through an extra loading screen to change the entrance.
•   Added ability for actors to be hidden based on system time/date. Currently only used in one place (there is a Jack-o-Lantern in the Training mission that shows up on Halloween)
•   Added console command: "swapweapon" which opens the weapon cabinet screen
•   All reserved keys are now editable. The "RESERVED" category has been renamed to "NUMBER ROW"
•   Added new keybind, "Melee" (only does melee, won't check locks or give items)
•   Added new keybind, "Check Lock"
•   Added new keybind, "Give Item"
•   Added new keybind, "Drop Lightstick". Added by popular request, it lets you drop lightsticks like the original game did (instead of throwing)
•   Renamed keybind "Use" to "Shout For Compliance/Interact"
•   Added new keybind, "Shout For Compliance" (only shouts, doesn't interact with things)
•   Added new keybind, "Interact" (only interacts, doesn't shout)
•   Added 21:9 resolution options to the menus (2560x1080, 3440x1440, 3840x1600)
•   Removed "Instant Action" from the main menu.
•   Removed "Play Quick Mission" from the main menu.
•   Added option to make a Quick Mission Maker career in the Career menu.
•   Removed gametype selector on Host Game menu. Replaced it with a selector for Quick Mission Maker missions or Missions.
•   Removed CO-OP QMM gamemode (you can still play Quick Missions in CO-OP but the interface makes much more sense and doesn't use a separate gamemode)
•   The chatlog now uses a minimum of 2 digits when showing the day, month, hour, minute, and second.
•   The effects of each grenade are now based on the distance to the affected individual.
•   The suspects loadouts and equipment for each mission has been revised and updated to be more in line with the descriptions of the briefing, as well as featuring some of the new weapons.
•   CS Gas now has a somewhat random effect. Sometimes it might fail to gas someone immediately if they are right next to the grenade. Generally, it works better as the grenade is closer to the person.
•   Pepperball gas cloud radius reduced by 50%. You need to aim closer to the face to get an effect.
•   Pepperball gas cloud update rate changed from 0.6s to 1.0s, so there is sometimes some random lag in the effect occurring.
•   Pepperball effect is random. Sometimes it will take multiple shots to affect someone.
•   Pepperspray cone reduced by 50%, you need to aim closer to people's faces now.
•   Recoil is now affected by arm injuries.
•   Fixed SEF bug: SHOTGUN AND CLEAR and associated actions would not work very well, and sometimes lead to bumping and fighting at entrances.
•   Fixed SEF bug: Melee was not punching people, instead it was checking locks when near a door (you now must always aim at a door in order to trigger the check lock dialogue)
•   Fixed SEF bug: G36K, Suppressed G36K, Silenced MP5, and Silenced UMP were using the wrong texture set
•   Fixed SEF bug: Some voting types (ie voting for map) used the team count instead of the total client count
•   Fixed SEF bug: In WebAdmin, all admins had the same name (it now shows the correct alias)
•   Fixed SEF bug: In WebAdmin, when room names are turned on, the chat color turned white
•   Fixed SEF bug: Flashbang grenade launcher rounds did less direct damage than other round types
•   Fixed SEF bug: Officers would look away from the door when ordered to Mirror Under Door.
•   Fixed SEF bug: Typo in AP ammo description
•   Fixed SEF bug: Wrong tooltip on entry selection on All Missions campaign
•   Fixed SEF bug: Frequent crashes when using the mod in conjunction with the Frosty's Playhouse Snitch mod
•   Fixed SEF bug: Tasing officers with the Cobra Stun Gun melee did not trigger "Tased a fellow officer" penalty.
•   Fixed SEF bug: The Server Setup panel, when used to restart the game, would set the game to be Barricaded Suspects.
•   Fixed SEF bug: Lowready was triggering when the flashlight was on (the vanilla game disables this)
•   Fixed SEF/TSS bug: If the Graphic Command Interface is used, and the EXIT MENU button is disabled, and aiming at a door, nothing would be highlighted (the menu would be broken). This is triggered by bad logic in TSS code but only visible if SEF or another mod is used.
•   Fixed TSS bug: Some buttons and other things have missing text in 1600x900 resolution
•   Fixed TSS bug: The gunshots that play on Northside Vending and Amusements from the laundromat wouldn't play. (They worked in the vanilla game, broken in the expansion)
•   Fixed TSS bug: The gunshots that play on the A-Bomb Nightclub near the entrance wouldn't play. (They worked in the vanilla game, broken in the expansion)
•   Fixed TSS bug: Grenade launchers would do maximum damage at all times, even when fired across long distances, as long as it didn't bounce. It uses new mechanics now to determine the damage.
•   Fixed TSS bug: You can now swap between sniper viewports after a sniper has reported a contact (If "Press Page Up to view sniper viewport" appears), instead of there being a cooldown.
•   Fixed TSS bug: The map list, map name, and map author on the Host Game and Server Setup menus did not display HTML color codes properly.
•   Fixed TSS bug: Highground volumes now work correctly on Victory Imports Auto Center and Meat Barn Restaurant. (config bug not map bug)
•   Fixed TSS bug: Pepperspray cone was reduced when standing still, which made you less likely to hit your target. It's now a constant amount.
•   Fixed TSS bug: Various typos in Food Wall briefing docs refer to Jimenez as "Columbian" and not "Colombian" (thanks to JalapenoPepsi for pointing this out)

Map-Specific Changes
•   Fairfax Residence
•   The front door/garage door may be randomly locked or unlocked.
•   Various doors around the house can be randomly locked/unlocked/open.
•   Food Wall Restaurant
•   Fixed the suspect spawn point in the closet (it was not configured correctly)
•   The back door may be randomly locked or open.
•   The bathrooms and kitchen area door may be randomly locked or open.
•   Victory Imports Auto Garage
•   Fixed highground not working on the roof
•   Red Library Offices
•   Fixed TSS visual glitch where sometimes enemies would wear sunglasses and a gas mask at the same time
•   Suspects can wear hats like the loading screen suggests they're able to
•   Our Sisters of Mercy Hostel
•   Restored objective: Rescue Lionel McArthur
•   Northside Vending and Amusements
•   More enemies spawn on Hard and Elite difficulties.
•   Some doors may be randomly locked or opened.
•   Sellers St. Auditorium
•   Restored a cut 911 call that present, but could not be played due to a designer error
•   Fixed bag of drugs that was spawning through the couch.
•   Restored objective: Neutralize Andrew Norman
•   Department of Agriculture
•   Restored objective: Rescue Rita Winston
•   DuPlessis Diamonds
•   Fixed double doors that were able to be locked
•   Children of Taronne Tenement
•   Now unlocks Glock 18
•   Fresnal St. Station
•   Restored objective: Neutralize Anton Georgiev
•   Old Granite Hotel
•   More suspects and civilians spawn on the first floor.
•   Spawning areas are split up.
•   Meat Barn Restaurant
•   Fixed high ground not working on the entrances
•   Brewer County Courthouse
•   More enemy spawn points (so as to be less predictable)
•   More enemies spawn on Hard and Elite difficulties.
•   Suspects are more likely to wear heavy armor on Hard and Elite difficulties.

Quick Mission Maker Changes
•   IMPORTANT NOTICE: Quick Mission Maker missions are no longer played through the special menu. Instead, you need to make a career for them, through the Career menu.
•   This means that you can use the Permadeath, Career CO-OP, and stat tracking features present for regular campaigns!
•   Quick Missions are now saved in SEF/Content/Scenarios. You can share them with your friends!
•   You can now rearrange the order of the missions within a Quick Mission Maker pack.
•   You can now choose to have missions unlocked one-at-a-time for a Quick Mission Maker pack, or have them all unlocked at the start. (Enable Progression)
•   You can now assign an unlocks system within a Quick Mission Maker pack. (If unlocks are not available for the pack, the New Equipment tab will be disabled)
•   You can now use custom maps in a Quick Mission Maker pack. Custom maps force you to use a custom briefing, and all "Use Campaign Settings" options are disabled, as well as the briefing audio.
•   You can now disable equipment in a pack. For instance, you can have a pack of missions which only has non-lethal weapons.
•   You can now disable the mission briefing audio in a Quick Mission.
•   You can now write custom briefing text for Quick Missions.
•   You can now force level scripts to function like they would in a campaign (note, this may cause instability)
•   You can now allow dispatch audio to work in a Quick Mission.
•   Removed the per-map limits on suspect/civilian counts. (You can now have up to 999 suspects and/or civilians on a map)
•   Added a new objective type: "Rescue as many civilians as possible." This is similar to Rescue All Civilians, but if a suspect downs a hostage, it does not fail the mission.
•   In the Host Game menu, you can now choose to create a Quick Mission Maker rotation as opposed to a regular Mission rotation.
•   NOTE: Any pack-specific properties (progression, unlocks, disabled equipment) do not function unless used in a Career CO-OP game.
•   Notes entry field size increased from 500 to 4000.
•   NOTES tab renamed to TEXT.
•   You can now choose to disable the Timeline, Suspects, and Hostages tabs on the briefing.
•   The level loading screenshot and text will display if you have "Use Campaign Objectives" marked.
•   The INVALID stamp over the briefing will no longer display if you have "Use Campaign Objectives" marked.
•   The INVALID stamp over the timeline will no longer display if you have "Use Campaign Objectives" marked.
•   The INVALID stamp over the Civilians and Suspects portion will no longer display if you have "Use Campaign Settings" for Hostages or Suspects, respectively, checked.

Title: Re: SWAT 4
Post by: Asid on March 24, 2019, 10:35:50 PM
SEF mod updated to V7beta 2

(https://media.moddb.com/cache/images/articles/1/251/250878/crop_120x90/color.png)

Download (93.5MB):  here (https://www.dropbox.com/s/vtiuvws6tg2some/SEFv6x-to-7testb2.zip?dl=0)

CHANGES:

- Fixed wrong version listed on the mod.
- Fixed invisible Desert Eagle model.
- Fixed Suppressed SCAR-H having the Aimpoint in ironsights.
- Fixed weapons having no recoil while in ironsights.
- Fixed the FAL and AKs-74u's iron sights positioning.
- Tweaked the FAL's stats.
- Fixed Snitch and Survival mod being incompatible with SEF.
- Fixed issue with officers aiming wrong after giving you an item.
- Possibly fixed giving items to other players not working (THIS NEEDS TO BE VERIFIED!!)
- Cleaned up patrol paths on Drug Lab so Stetchkov dudes don't pop out at the start
- AI officers now use pathfinding distance instead of Euclidean distance for CLOSE DOOR, DEPLOY PEPPER SPRAY, DEPLOY TASER, MARK WITH LIGHTSTICK and SHARE commands to determine the closest officer

Title: Re: SWAT 4
Post by: Asid on March 24, 2019, 10:36:40 PM
SWAT 4: Gold Edition

(https://images-2.gog.com/8aedca783fb59e220e652474143af83b4eb537bb0f77da5a8de8c5d52285db90.jpg)

$11.29  $5.64  50%off

https://www.gog.com/game/swat_4_gold_edition

Great game in sp & mp
Title: Re: SWAT 4
Post by: Asid on September 25, 2019, 03:09:10 PM
SWAT 4: Gold Edition

(https://images-2.gog.com/8aedca783fb59e220e652474143af83b4eb537bb0f77da5a8de8c5d52285db90.jpg)

$11.29  $5.64  50%off

https://www.gog.com/game/swat_4_gold_edition

Great game in sp & mp. There is an awesome realism mod "SEF"

Title: Re: SWAT 4
Post by: Asid on October 01, 2019, 01:52:34 AM
SEF mod updated to V7beta 3
29/09/19

By eezstreet

(https://media.moddb.com/cache/images/articles/1/251/250878/crop_120x90/color.png)

Download (96.5MB):  here (https://www.dropbox.com/s/8a3yg9qvdve4mml/SEFv6x-to-7testb3.zip?dl=0)

PLEASE NOTE: The beta testing servers may take some time to update to the newest version, so please be patient while they are being updated!

ALSO: This will most likely be the final testing version. If there are any more bugs that are present, please make me aware of them. Thank you.

CHANGES:

- Added Brettzies M4 as a replacement for the vanilla M4A1
- Added ProArmor with NVG as replacement for regular NVG (now NVGs aren't totally useless...)
- AI officers are no longer affected by flashbangs or stingers that are thrown by other AI officers (only the ones you throw)
- Fixed leader throw commands not working on doors in custom maps
- Fixed COOPClearTest objective not present in TSS objectives and breaking some custom maps
- Fixed Glock 18 in multiplayer
- Fixed giving items not working properly in multiplayer
- Removed Breach and Clear speech commands, added some other speech commands

Title: Re: SWAT 4
Post by: Asid on May 14, 2020, 01:17:57 AM
SEF mod updated to V7beta 4
12 May 2020

By eezstreet

(https://media.moddb.com/cache/images/articles/1/251/250878/crop_120x90/color.png)

Download (99.8MB):  here (https://www.dropbox.com/s/65abixdfo7srmxc/SEFv6x-to-7testb4.zip?dl=0)

PLEASE NOTE: Please note: There will be at least one more beta version before all of the features are finalized. Thank you all for your patience over the last two years that it has taken to get v7 out.

CHANGES:

- Added Hardcore Mode.
Hardcore Mode requires the SWAT 4 + TSS campaign to be completed at least once. Failure of any - mission will end your Hardcore career, including if you end the mission early. Not for the faint of heart!

- Fixed ironsights for the M4A1 (suppressed + unsuppressed variants)
- Fixed sound effects for the M4A1 variants with the Aimpoint
- Fixed the SCAR-H, Glock 18, AK74su, and FN FAL not having particle effects when fired
- Fixed icon for ProArmor with NVG
- Fixed items not being shared properly in multiplayer
- Fixed Glock 18 emptying after one shot in multiplayer (this time for real)
- Fixed SEF bug: MP5SD6 did not have an animation for reloading from empty

Title: Re: SWAT 4
Post by: Asid on May 15, 2020, 11:39:24 PM
Current WIP of the advanced editor

(https://media.discordapp.net/attachments/284401480125906944/710907349698609183/IMG_0333.jpg?width=773&height=580)

Title: Re: SWAT 4
Post by: Asid on May 25, 2020, 12:43:24 AM
SEF mod updated to V7beta 5
24 May 2020

By eezstreet

(https://media.moddb.com/cache/images/articles/1/251/250878/crop_120x90/color.png)

A new testing version of Elite Force (Beta 5) is available now!

This will be the last testing version before v7 release. In two weeks, provided there are no major issues, the mod will release. That means that v7 will officially release on Sunday, June 7th, 2020.

Download (108.69 MB):  here (https://www.dropbox.com/s/5q56yoh4d4wvrb9/SEFv6x-to-7testb5.zip?dl=0)

PLEASE NOTE: Please note: There will be at least one more beta version before all of the features are finalized. Thank you all for your patience over the last two years that it has taken to get v7 out.

CHANGES:


MAJOR FEATURES v7

New and altered equipment!
o   Added new weapons: SCAR-H (+3 variants), AKs-74u, MP5K PDW (+suppressed), Colt 9mm SMG (+suppressed), Glock 18 and Glock 19.
o   Added Brettzie's M4A1 as a replacement for the original M4A1! It also has suppressed and Aimpoint variants, for a total of 4 varieties of M4A1.
o   Added two new armor variants.
o   Added the ability to take no weapon!
o   Weapons have received visual tweaks: G36K, MP5 (silenced), UMP (silenced), Desert Eagle
o   Gas and pepperballs are now less effective.

New commands: Sharing is caring!
o   You can now order your AI-controlled officers to share a piece of equipment with you. These are located in a new submenu, called SHARE >>
o   You can now give your teammate a piece of tactical equipment (lightstick/grenade/wedge/optiwand/pepper spray) by pressing melee at your teammate while you have that item equipped.
o   The INVESTIGATE menu has been spruced up. You can now order your team to either MIRROR FOR TRAPS (replaces CHECK FOR TRAPS), MIRROR FOR CONTACTS, or MIRROR FOR ALL, which combines the two commands, but is slower.

New AI behavior!
o   SWAT AI can now be affected by less lethals! There's now a very clear reason why you want to grab a gas mask over helmets for your AI.
o   SWAT AI can now use grenade launcher! When issuing any order which uses grenades, they will use the grenade launcher instead, if it has ammo.
o   SWAT AI, when deploying a wedge, will no longer move out of the way when bumped by a door.
o   SWAT AI will better cover each others' backs when moving to locations (or falling in) and will continue movement actions when distracted by civilians or suspects.
o   SWAT AI will utilize the pepperball gun and beanbag shotguns automatically against uncompliant, running suspects (only while following a FALL IN or MOVE TO order)
o   Suspects will now try to escape when they are compliant, and the player is not watching. Now it's not only weapons that you need to worry about...
o   Suspects now have a random chance to either investigate or barricade, instead of it being based solely on where the suspect spawns.

Upgraded Quick Mission Maker!
o   Have you ever wanted to create your own campaign path? Perhaps with custom levels? Now you can!
o   You can now use custom maps and write your own briefings for the Quick Mission Maker.
o   The Quick Mission Maker now has finer control over suspects and hostages through an ADVANCED MODE.
o   Additionally, you can create a progression and unlock system for your custom campaign.
o   Refer to the section titled QUICK MISSION MAKER CHANGES for more details.

Title: Re: SWAT 4
Post by: Asid on May 27, 2020, 12:14:31 AM
SEF mod updated to V7beta 6
26 May 2020

By eezstreet

(https://media.moddb.com/cache/images/articles/1/251/250878/crop_120x90/color.png)

A new testing version of Elite Force (Beta 6) is available now!

With luck, this will be the last testing version before v7. v7 will release on June 7th, 2020 That means that v7 will officially release on Sunday, June 7th, 2020.

Download (108.69 MB):  here (https://www.dropbox.com/s/4ddpbexv2yb6b2g/SEFv6x-to-7testb6.zip?dl=0)

PLEASE NOTE: Please note: There will be at least one more beta version before all of the features are finalized. Thank you all for your patience over the last two years that it has taken to get v7 out.

CHANGES:


- Fixed SWAT officers being pacifists
- Fixed M4A1 suppressed texture
- Adjusted ironsights for Less Lethal Nova, SCAR-H, SCAR-H with Aimpoint, FAL, M4A1 with Aimpoint and MP5K PDW
- Added custom sounds for the Colt SMG

Title: Re: SWAT 4
Post by: Asid on June 03, 2020, 12:10:19 AM
SEF mod updated to V7beta 7
31 May 2020

By eezstreet

(https://media.moddb.com/cache/images/articles/1/251/250878/crop_120x90/color.png)

A new testing version of Elite Force (Beta 7) is available now!

With luck, this will be the last testing version before v7. v7 will release on June 7th, 2020 That means that v7 will officially release on Sunday, June 7th, 2020.

Download (109 MB):  here (https://www.dropbox.com/s/ag2wtbwfs0ovna9/SEFv6x-to-7testb7.zip?dl=0)

PLEASE NOTE: Please note: There will be at least one more beta version before all of the features are finalized. Thank you all for your patience over the last two years that it has taken to get v7 out.

CHANGES:

- Fixed a longstanding issue where players in multiplayer appeared to wear gas masks and carry M4A1s when they did not have those items
- TOC now responds to reports issued by AI officers.
- AI officers stay further from uncompliant suspects (128 -> 450, matches SSF values)
- Fixed an exploit in vanilla that allowed you to pepper spray and punch at the same time
- Fixed an exploit in vanilla that allowed you to walk while lockpicking, placing C2, or handcuffing someone
- Can no longer give items while you are equipping an item. (Fixes issues with overlapping equipment)
- Fixed Colt SMG reload being broken in multiplayer
- Fixed MP5K PDW not having a muzzle flash
- Fixed SCAR-H aimpoint ironsights


Title: Re: SWAT 4
Post by: Asid on June 08, 2020, 12:44:24 AM
SEF mod updated to V7 Full release
07 June 2020

By eezstreet

(https://media.moddb.com/cache/images/articles/1/251/250878/crop_120x90/color.png)

The final V7 release is available now!

Download (285.55mb):  here (https://www.moddb.com/mods/swat-elite-force/downloads/swat-elite-force-v7)


v7 has finally been released, after nearly two years of being in alpha and beta testing. Much of the delay was due to real life issues, and also from my time being taken up by working at VOID Interactive. (Since I no longer work for them, a lot of my time has been freed up) But one of the greatest hurdles was a hard-to-resolve issue surrounding the signature feature of v7:

Sharing

The single greatest step forward in v7 is the ability to share equipment between squad members. To keep things simple, only items from the TACTICAL tab can be shared between team members - this includes grenades, wedges, pepper spray, the optiwand, and C2. It also includes lightsticks. (Do note that officers can only have one optiwand at a time, and that you cannot share something with someone if they are carrying too much weight.)

A piece of equipment can be shared by pressing the B key (default) while holding the item and looking at a team member. Both the giver and the receiver will get a message notifying them of the transfer. If you don't want this to be the same key as the Melee and Check Lock buttons, you can now bind those on alternate keys. (You can now bind Shout and Interact to different keys too, in case you find yourself shouting a lot by accident)

(https://media.moddb.com/images/members/1/324/323583/profile/Shot00003.png)

This also works with the AI-controlled officers. A new menu just above the DEPLOY >> menu (called the REQUEST>>) menu allows you to order your AI officers to give you a piece of equipment. Speaking of the AIs and commanding them...

AI and Commands

One of the most common complaints about SEF is that the default command for doors is changed from "OPEN AND CLEAR" to "TRY LOCK." I changed this because OPEN AND CLEAR places more of an emphasis on speed, while stacking up on the door makes the game a bit slower. However, it definitely becomes annoying that you can't quickly issue an OPEN AND CLEAR if you know that the door is locked. Therefore, I compromised. When a door is encountered for the first time, the default command will be "TRY LOCK":

(https://media.moddb.com/images/members/1/324/323583/profile/Shot00004.png)

But, once the lock status of the door is known, the default command will change to OPEN AND CLEAR:

OPEN AND CLEAR shows as the default command once the lock status is known.

(https://media.moddb.com/images/members/1/324/323583/profile/Shot00005.png)

It's little things like this that can have a big impact on the gameplay itself. But how the AI behaves is something else entirely. Some major complaints about the AI have been addressed, and they've been made smarter:

•   SWAT officers will no longer stop to engage suspects. Instead, if you have issued a FALL IN or MOVE TO command, they will continue carrying out the order while also engaging the target. This makes playing on custom maps a lot easier.
•   SWAT officers will better cover each others' backs while carrying out a FALL IN or MOVE TO action. They'll actively search for things like blind spots, corners, and doors while moving, and tend to avoid looking in the same areas if they can.
•   Suspects are a lot more dangerous. They can now flee if they are compliant but unrestrained (kneeling) and they are much more prone to investigating loud noises, making surprise encounters much more common. Gas and pepperballs are much less effective now, as suspects will flee when affected by them. Keeping the situation under control is now a fairly integral part of the game, rather than something that isn't a concern.

New Equipment
Lots of equipment has been added, including:
•   Colt Model 635 9mm SMG
•   H&K MP5K PDW
•   AK74su
•   FN SCAR (with aimpoint, suppressor, and aimpoint + suppressor variants)
•   FN FAL
•   Springfield Armory XDM Pistol
•   Glock 18
•   Glock 19
•   "No Weapon" option (at least one weapon must be taken)

(https://media.moddb.com/images/members/1/324/323583/profile/sample.png)

And some equipment has been improved:

•   The Desert Eagle has received a remodel.
•   The M4A1 now uses Brettzie's popular M4A1 model. This includes aimpoint, and aimpoint + suppressor variants.
•   Several vanilla models have received reskins to correct mistakes.


The FN FAL in action.

(https://media.moddb.com/images/members/1/324/323583/profile/Shot00001.png)

If you want to give all of this new equipment a try, there are now Weapon Lockers at the beginning of the training mission which allow you to change weapons.

Quick Mission Maker

The first thing you'll notice when booting up the mod for the first time however is that the main menu is completely different:

The new main menu.

(https://media.moddb.com/images/members/1/324/323583/profile/Shot00000.png)

The "Play Quick Mission" option has been removed. Why? Because Quick Missions are now accessed through either the Career option, or through multiplayer. Quick Missions can now have unlocks, progression, and custom maps. They appear as a new career path option, meaning you can now use Permadeath and stat tracking for Quick Missions. And as a bonus, there's a new mode available: Hardcore Mode. Hardcore Mode is a bit like Player Permadeath in that your career ends once you die, but your career ends once you have any kind of mission failure, such as civilians being killed, bombs exploding, etc.

The Quick Mission Maker in general is a cool concept, and one which I want to expand upon further. Unfortunately in the vanilla game, the tool is very underbaked - you couldn't even rearrange the missions in a pack. I've also added the ability to write custom briefings, to disable certain tabs (such as Civilians, Suspects, etc), to have traps and mission scripts appear, and I've also added an ADVANCED MODE for civilians and suspects, to allow serious fine-grained control over the spawning of them.

Closing Thoughts

This has been only a small snippet of the numerous changes that v7 provides. If you want to see the full changelog (please do, it's pretty massive), you can view it in the downloads section, or by going to the mod's GitHub page. You can also view the full source code for the project there, but it is provided as a ZIP download as well with this release due to popular demand.

(https://media.moddb.com/images/members/1/324/323583/profile/Shot00006.png)

Thank you everyone for the support in developing this mod. I have received hundreds of emails and private messages with nothing but kind words and ideas for where to take the mod further. I kind of consider the mod to be in a complete state, but I still have my own ideas for where to go next. As always, the mod is open source under the GNU GPL license, and anyone can contribute to the development of the mod.

Recently, the North America server has been shut down due to a lack of funding. PayPal has put my account in collections for the server funds, and I can't get it out due to their staff being unavailable because of COVID-19. The server will be restarted once PayPal is up again, and I can use previous donations to get things sorted out. In the meantime, if you are interested in donating to the cause, I would recommend using Patreon for monthly and one-time donations. https://www.patreon.com/eezstreet

Once again, THANK YOU!

eezstreet



Full changelog v7:

MAJOR FEATURES

•   New and altered equipment!
o   Added new weapons: SCAR-H (+3 variants), AKs-74u, MP5K PDW (+suppressed), Colt 9mm SMG (+suppressed), Glock 18 and Glock 19.
o   Added Brettzie's M4A1 as a replacement for the original M4A1! It also has suppressed and Aimpoint variants, for a total of 4 varieties of M4A1.
o   Added two new armor variants.
o   Added the ability to take no weapon!
o   Weapons have received visual tweaks: G36K, MP5 (silenced), UMP (silenced), Desert Eagle
o   Gas and pepperballs are now less effective.
•   New commands: Sharing is caring!
o   You can now order your AI-controlled officers to share a piece of equipment with you. These are located in a new submenu, called SHARE >>
o   You can now give your teammate a piece of tactical equipment (lightstick/grenade/wedge/optiwand/pepper spray) by pressing melee at your teammate while you have that item equipped.
o   The INVESTIGATE menu has been spruced up. You can now order your team to either MIRROR FOR TRAPS (replaces CHECK FOR TRAPS), MIRROR FOR CONTACTS, or MIRROR FOR ALL, which combines the two commands, but is slower.
•   New AI behavior!
o   SWAT AI can now be affected by less lethals! There's now a very clear reason why you want to grab a gas mask over helmets for your AI.
o   SWAT AI can now use grenade launcher! When issuing any order which uses grenades, they will use the grenade launcher instead, if it has ammo.
o   SWAT AI, when deploying a wedge, will no longer move out of the way when bumped by a door.
o   SWAT AI will better cover each others' backs when moving to locations (or falling in) and will continue movement actions when distracted by civilians or suspects.
o   SWAT AI will utilize the pepperball gun and beanbag shotguns automatically against uncompliant, running suspects (only while following a FALL IN or MOVE TO order)
o   Suspects will now try to escape when they are compliant, and the player is not watching. Now it's not only weapons that you need to worry about...
o   Suspects now have a random chance to either investigate or barricade, instead of it being based solely on where the suspect spawns.
•   Upgraded Quick Mission Maker!
o   Have you ever wanted to create your own campaign path? Perhaps with custom levels? Now you can!
o   You can now use custom maps and write your own briefings for the Quick Mission Maker.
o   The Quick Mission Maker now has finer control over suspects and hostages through an ADVANCED MODE.
o   Additionally, you can create a progression and unlock system for your custom campaign.
o   Refer to the section titled QUICK MISSION MAKER CHANGES for more details.

ALL CHANGES
•   Added new weapons: SCAR-H (+3 variants), AKs-74u, MP5K PDW (+suppressed), Glock 18, Glock 19, No Weapon, Colt 9mm SMG (+suppressed)
•   Implemented Brettzie's M4A1.
•   Implemented new Desert Eagle model
•   Added 2 new armor pieces: Heavy Kevlar Armor (Level IIIA) and Heavy Ceramic Armor (Level IV).
•   Added Hardcore Mode. Unlocked when the SWAT 4 + Expansion campaign has been completed at least once.
•   You can now order your officers to give you a grenade, lightstick, C2, optiwand, pepper spray or wedge.
•   SWAT AI now uses grenade launchers correctly.
•   SWAT AI can no longer do direct impact damage with grenade launchers.
•   SWAT AI no longer moves out of the way when bumped by a door, if they are deploying a wedge. Note, if they are moving into position to deploy the wedge, they will still move out of the way.
•   SWAT AI no longer run when they are issued a MOVE TO command.
•   SWAT AI better "slice the pie" while moving for a MOVE TO or FALL IN command.
•   SWAT AI will not stop to engage targets when issued a MOVE TO or FALL IN command.
•   SWAT AI will further distance themselves from uncompliant suspects/hostages when executing the move & clear command.
•   Optimized SWAT AI pathfinding for Close Door, Deploy Pepper Spray, Deploy Taser, and Mark With Lightstick commands.
•   You can now issue a DEPLOY WEDGE command on an open door. When used, officers will close the door and then deploy the wedge, instead of having to issue two separate commands. (note, it was possible to have officers wedge doors open when using the Speech Command Interface. This has been fixed.)
•   TOC now responds to SWAT AI reports.
•   CHECK FOR TRAPS has been renamed to MIRROR FOR TRAPS and requires an optiwand to be equipped on an officer to use.
•   MIRROR/SCAN DOOR has been renamed to MIRROR FOR CONTACTS
•   Both MIRROR FOR TRAPS and MIRROR FOR CONTACTS have had their speed increased by about 20%.
•   Added a new command: MIRROR FOR ALL. This command combines MIRROR FOR TRAPS and MIRROR FOR CONTACTS, but takes about twice as long.
•   Suspects will attempt to escape when compliant and not being watched.
•   Suspect archetypes now dictate the investigate/barricade chance instead of it being dictated by spawn point.
•   Suspects will remain in a barricaded state, even after firing upon a door.
•   Suspects will close doors after firing upon them while in a barricaded state. The time it takes to do this is random.
•   Removed the weapon pickups at the beginning of the Training mission
•   Added two new Weapon Cabinet objects to the beginning of the Training mission. When you use them, you can exchange your weapon for something else. Good for testing all of the weapons easily!
•   Lightsticks will now correct their position when they fall through the geometry. 99% of the time, they won't fall through the floor.
•   After checking a lock, the default command context option will be "Open and Clear"
•   When aiming at an uncompliant civilian or suspect, the default command will change to a DEPLOY command which suits the situation.
•   Added a first person viewmodel FOV slider to Video Settings
•   When opening/clearing or moving/clearing, officers drop lightsticks at their feet instead of at the doorway.
•   Maps have the ability to randomly open or lock doors which were ordinarily closed.
•   In multiplayer, you can modify the amount of suspects and hostages that spawn (check the Advanced tab on Host Game)
•   Added new admin permission, "View IPs". When a role has this permission, it can see player IPs in the WebAdmin interface.
•   Added new admin permission, "Toggle Voting". When this is used, voting can be temporarily disabled.
•   Added new admin permission, "Toggle Player Voting". When this is used, a player's voting rights can be temporarily taken away.
•   When a person logs in as a guest on WebAdmin, their name shows up as "Name (WebGuest)" instead of "Name (WebAdmin)" to better differentiate between admins and guests.
•   Player names show up according to the color of their team in WebAdmin
•   WebAdmin now shows player status (Ready/Not Ready/Not Available/Injured/Healthy/Incapacitated) and shows who is the leader.
•   WebAdmin now shows the current map and server name on the main interface.
•   WebAdmin now displays voting messages, as well as commands that are issued (e.g, "FALL IN") in order to minimize abuse.
•   You can now pull JSON data from WebAdmin. For more information, see the section titled Admin System in the README.md.
•   The MP5 now has beefer sound effects when firing in semi-automatic mode.
•   Added the option to disable Ironsights zooming
•   Added a new Controls category, "Multiplayer"
•   Renamed "Zoom" in Controls to "Aim Down Sights/Zoom"
•   Renamed "Melee" in Controls to "Melee/Check Lock/Give Item".
•   Added an entrance selection box to the debriefing menu, so you don't have to sit through an extra loading screen to change the entrance.
•   Added ability for actors to be hidden based on system time/date. Currently only used in one place (there is a Jack-o-Lantern in the Training mission that shows up on Halloween)
•   Added console command: "swapweapon" which opens the weapon cabinet screen
•   All reserved keys are now editable. The "RESERVED" category has been renamed to "NUMBER ROW"
•   Added new keybind, "Melee" (only does melee, won't check locks or give items)
•   Added new keybind, "Check Lock"
•   Added new keybind, "Give Item"
•   Added new keybind, "Drop Lightstick". Added by popular request, it lets you drop lightsticks like the original game did (instead of throwing)
•   Renamed keybind "Use" to "Shout For Compliance/Interact"
•   Added new keybind, "Shout For Compliance" (only shouts, doesn't interact with things)
•   Added new keybind, "Interact" (only interacts, doesn't shout)
•   Added 21:9 resolution options to the menus (2560x1080, 3440x1440, 3840x1600)
•   Removed "Instant Action" from the main menu.
•   Removed "Play Quick Mission" from the main menu.
•   Added option to make a Quick Mission Maker career in the Career menu.
•   Removed gametype selector on Host Game menu. Replaced it with a selector for Quick Mission Maker missions or Missions.
•   Removed CO-OP QMM gamemode (you can still play Quick Missions in CO-OP but the interface makes much more sense and doesn't use a separate gamemode)
•   The chatlog now uses a minimum of 2 digits when showing the day, month, hour, minute, and second.
•   The effects of each grenade are now based on the distance to the affected individual.
•   The suspects loadouts and equipment for each mission has been revised and updated to be more in line with the descriptions of the briefing, as well as featuring some of the new weapons.
•   CS Gas now has a somewhat random effect. Sometimes it might fail to gas someone immediately if they are right next to the grenade. Generally, it works better as the grenade is closer to the person.
•   Pepperball gas cloud radius reduced by 50%. You need to aim closer to the face to get an effect.
•   Pepperball gas cloud update rate changed from 0.6s to 1.0s, so there is sometimes some random lag in the effect occurring.
•   Pepperball effect is random. Sometimes it will take multiple shots to affect someone.
•   Pepperspray cone reduced by 50%, you need to aim closer to people's faces now.
•   Recoil is now affected by arm injuries.
•   Added a unique GUI icon for the Less Lethal M870
•   Auto-Downloads are now enabled by default.
•   Fixed SEF bug: Taunts would sometimes not elicit a response, now they do it at a consistent 10% rate.
•   Fixed SEF bug: Shooting a bomb trap now causes it to detonate, instead of silently becoming disarmed. It will trigger the "Tripped Trap" penalty when you do so.
•   Fixed SEF bug: SHOTGUN AND CLEAR and associated actions would not work very well, and sometimes lead to bumping and fighting at entrances.
•   Fixed SEF bug: Melee was not punching people, instead it was checking locks when near a door (you now must always aim at a door in order to trigger the check lock dialogue)
•   Fixed SEF bug: G36K, Suppressed G36K, Silenced MP5, and Silenced UMP were using the wrong texture set
•   Fixed SEF bug: MP5SD6 didn't have an animation for firing in full auto or reloading from empty
•   Fixed SEF bug: Some voting types (ie voting for map) used the team count instead of the total client count
•   Fixed SEF bug: In WebAdmin, all admins had the same name (it now shows the correct alias)
•   Fixed SEF bug: In WebAdmin, when room names are turned on, the chat color turned white
•   Fixed SEF bug: Flashbang grenade launcher rounds did less direct damage than other round types
•   Fixed SEF bug: Officers would look away from the door when ordered to Mirror Under Door.
•   Fixed SEF bug: Typo in AP ammo description
•   Fixed SEF bug: Wrong tooltip on entry selection on All Missions campaign
•   Fixed SEF bug: Frequent crashes when using the mod in conjunction with the Frosty's Playhouse Snitch mod
•   Fixed SEF bug: Tasing officers with the Cobra Stun Gun melee did not trigger "Tased a fellow officer" penalty.
•   Fixed SEF bug: The Server Setup panel, when used to restart the game, would set the game to be Barricaded Suspects.
•   Fixed SEF bug: Lowready was triggering when the flashlight was on (the vanilla game disables this)
•   Fixed SEF bug: M4super90 and Nova Pump had wrong ironsight positions
•   Fixed SEF bug: Sometimes the player can be seen wearing a gas mask and M4A1 carbine that they don't have.
•   Fixed SEF/TSS bug: If the Graphic Command Interface is used, and the EXIT MENU button is disabled, and aiming at a door, nothing would be highlighted (the menu would be broken). This is triggered by bad logic in TSS code but only visible if SEF or another mod is used.
•   Fixed TSS bug: Some buttons and other things have missing text in 1600x900 resolution
•   Fixed TSS bug: The gunshots that play on Northside Vending and Amusements from the laundromat wouldn't play. (They worked in the vanilla game, broken in the expansion)
•   Fixed TSS bug: The gunshots that play on the A-Bomb Nightclub near the entrance wouldn't play. (They worked in the vanilla game, broken in the expansion)
•   Fixed TSS bug: Grenade launchers would do maximum damage at all times, even when fired across long distances, as long as it didn't bounce. It uses new mechanics now to determine the damage.
•   Fixed TSS bug: You can now swap between sniper viewports after a sniper has reported a contact (If "Press Page Up to view sniper viewport" appears), instead of there being a cooldown.
•   Fixed TSS bug: The map list, map name, and map author on the Host Game and Server Setup menus did not display HTML color codes properly.
•   Fixed TSS bug: Highground volumes now work correctly on Victory Imports Auto Center and Meat Barn Restaurant. (config bug not map bug)
•   Fixed TSS bug: Pepperspray cone was reduced when standing still, which made you less likely to hit your target. It's now a constant amount.
•   Fixed TSS bug: Various typos in Food Wall briefing docs refer to Jimenez as "Columbian" and not "Colombian" (thanks to JalapenoPepsi for pointing this out)
•   Fixed TSS bug: Some custom maps in the SWAT 4 base game (non-expansion) did not have objectives in TSS (thanks to SS for the fix)
•   Fixed TSS bug: The player was able to melee people while spraying with pepper spray or firing.
•   Fixed TSS bug: The player could control the officer viewport while reloading, switching weapons, or using an item. This allowed for an exploit where players could move while placing C2, arresting people, or picking a lock.

Map-Specific Changes
•   Fairfax Residence
•   The front door/garage door may be randomly locked or unlocked.
•   Various doors around the house can be randomly locked/unlocked/open.
•   Food Wall Restaurant
•   Fixed the suspect spawn point in the closet (it was not configured correctly)
•   The back door may be randomly locked or open.
•   The bathrooms and kitchen area door may be randomly locked or open.
•   Victory Imports Auto Garage
•   Fixed highground not working on the roof
•   Red Library Offices
•   Fixed TSS visual glitch where sometimes enemies would wear sunglasses and a gas mask at the same time
•   Suspects can wear hats like the loading screen suggests they're able to
•   Our Sisters of Mercy Hostel
•   Restored objective: Rescue Lionel McArthur
•   Northside Vending and Amusements
•   More enemies spawn on Hard and Elite difficulties.
•   Some doors may be randomly locked or opened.
•   Sellers St. Auditorium
•   Restored a cut 911 call that present, but could not be played due to a designer error
•   Fixed bag of drugs that was spawning through the couch.
•   Restored objective: Neutralize Andrew Norman
•   Department of Agriculture
•   Restored objective: Rescue Rita Winston
•   DuPlessis Diamonds
•   Fixed double doors that were able to be locked
•   Children of Taronne Tenement
•   Now unlocks Glock 18
•   Drug Lab
•   Fixed some of the patrol paths, including one that had a suspect able to kill the player immediately at the start of the level
•   Fresnal St. Station
•   Restored objective: Neutralize Anton Georgiev
•   Old Granite Hotel
•   More suspects and civilians spawn on the first floor.
•   Spawning areas are split up.
•   Meat Barn Restaurant
•   Fixed high ground not working on the entrances
•   Brewer County Courthouse
•   More enemy spawn points (so as to be less predictable)
•   More enemies spawn on Hard and Elite difficulties.
•   Suspects are more likely to wear heavy armor on Hard and Elite difficulties.

Quick Mission Maker Changes
•   IMPORTANT NOTICE: Quick Mission Maker missions are no longer played through the special menu. Instead, you need to make a career for them, through the Career menu.
•   This means that you can use the Permadeath, Career CO-OP, and stat tracking features present for regular campaigns!
•   Quick Missions are now saved in SEF/Content/Scenarios. You can share them with your friends!
•   You can now rearrange the order of the missions within a Quick Mission Maker pack.
•   You can now choose to have missions unlocked one-at-a-time for a Quick Mission Maker pack, or have them all unlocked at the start. (Enable Progression)
•   You can now assign an unlocks system within a Quick Mission Maker pack. (If unlocks are not available for the pack, the New Equipment tab will be disabled)
•   You can now use custom maps in a Quick Mission Maker pack. Custom maps force you to use a custom briefing, and all "Use Campaign Settings" options are disabled, as well as the briefing audio.
•   You can now disable equipment in a pack. For instance, you can have a pack of missions which only has non-lethal weapons.
•   You can now disable the mission briefing audio in a Quick Mission.
•   You can now write custom briefing text for Quick Missions.
•   You can now force level scripts to function like they would in a campaign (note, this may cause instability)
•   You can now allow traps to spawn in the level.
•   You can now allow dispatch audio to work in a Quick Mission.
•   The hostages and suspects that spawn on a level can be more finely controlled through an "Advanced Mode" that allows editing details such as individual character morale, weapons used, and even what voice they have.
•   Removed the per-map limits on suspect/civilian counts. (You can now have up to 999 suspects and/or civilians on a map)
•   Added a new objective type: "Rescue as many civilians as possible." This is similar to Rescue All Civilians, but if a suspect downs a hostage, it does not fail the mission.
•   In the Host Game menu, you can now choose to create a Quick Mission Maker rotation as opposed to a regular Mission rotation.
•   NOTE: Any pack-specific properties (progression, unlocks, disabled equipment) do not function unless used in a Career CO-OP game.
•   Notes entry field size increased from 500 to 4000.
•   NOTES tab renamed to TEXT.
•   You can now choose to disable the Timeline, Suspects, and Hostages tabs on the briefing.
•   The level loading screenshot and text will display if you have "Use Campaign Objectives" marked.
•   The INVALID stamp over the briefing will no longer display if you have "Use Campaign Objectives" marked.
•   The INVALID stamp over the timeline will no longer display if you have "Use Campaign Objectives" marked.
•   The INVALID stamp over the Civilians and Suspects portion will no longer display if you have "Use Campaign Settings" for Hostages or Suspects, respectively, checked.

Title: Re: SWAT 4
Post by: Asid on December 12, 2021, 04:14:41 PM
(https://media.moddb.com/images/mods/1/50/49387/header.2.jpg)
12 Dec 21

SEF First Responders is coming along with the idea of a realistic and cinematic gameplay modification of Swat Elite Force.


Dev: Beppegoodoldrebel


SEF 7.0 by Eezstreet is the base mod in which my mod starts , the only possible way to play Swat 4 nowadays.

My idea is to expand the concept and explore boundaries of the visual assets and tactical gameplay.

New 3d models for weapons , equipment and environment combined with realistic sounds , weapon handling , slower pace gameplay and AI tweaks to make Swat 4 feel more "heavy" and "dangerous" than any other Swat 4 experience you had before.

Official Discord: https://discord.gg/Vu4r7sv7uF

https://youtu.be/hON2fzc3_BU


Title: Re: SWAT 4
Post by: Asid on December 11, 2022, 05:15:41 PM
(https://media.moddb.com/cache/images/downloads/1/212/211288/thumb_620x2000/yh.png)

SWAT ELITE FORCE: FIRST RESPONDERS #

SEF First Responders is coming along with the idea of a realistic and cinematic gameplay modification of Swat Elite Force.
SEF 7.0 by Eezstreet is the base mod in which my mod starts , the only possible way to play Swat 4 nowadays.
My idea is to expand the concept and explore boundaries of the visual assets and tactical gameplay.
New 3d models for weapons , equipment and environment combined with realistic sounds , weapon handling , slower pace gameplay and AI tweaks to make Swat 4 feel more "heavy" and "dangerous" than any other Swat 4 experience you had before.

Make sure to sure to join "SEF: First Responders" server on Discord for feedbacks, bug reports and coop game making!

https://discord.gg/Vu4r7sv7uF

Download: https://www.moddb.com/mods/sef-first-responders/downloads/sef-firstrespondersv061



# FEATURE LIST: #


#### V0.67 Beta 2 ####
ADDED:
    GAMEPLAY:
          - Medical System:
                     - healing gives 100% health
                  - added "HEAL ME" AI command
                  - new HEAL voice command lines ( i.e. "Gold , heal me" will result in AI heal you )
                  
             - "CHECK CORNER" command
                     - AI can move to corners and check whats behind that
                  - command trigger on mirror points
                  
             - WeaponBob activated
                     - player's camera is moving during walk to give a more dynamic feeling
                  
          - restored Optiwand "under-door" capability
          - revised player speed
          - Fallen door chance after a blast or a breach is depending on door material
      
    AI:
            - revised AI reaction iteration and timings
                  - AI reaction times are dependent on suspect rotation to its target
                  
          - AI aim and shoot behavior being reworked to be more consistent and dangerous
            
FIXED:
             - fixed many deadlocks in suspect AI actions that were making them idle for no reason
          - improved AI pepperspray and taser shooting (not perfect but more consistent )
   


#### V0.67 HOTFIX 1 ####         
FIXED:     
            - SP Shield penetrations
         - MP shield penetration
         - Shield as Primary Weapon for SWAT AI
         - Taser probes collision on player shield
         - Blasted doors with wedges bad behavior
         - 5th slot bug
         - double shield equip , shield now are only secondary equip.
         - round in chamber when quick reload
         - Removed Forced Arrest
         - Blasted doors desync in MP
         - Suspect weapon dropping after arrest
         - Removed Optiwand sharing to fix equip bug
         

#### V0.67 Beta 1 ####

ADDED:
    GAMEPLAY:
           - The Shield: combined pistols (or taser) with a Level3A rated tactical shield.
                    
                  Can be equipped by AI officers and they can move in formation with it ( MOVE-TO command for example ).
                  
                  
         - Medical System: bandages that can heal the limping player or AI Officer.
                     - single bandage
                  - Medic Kit with 5 bendages
                  
                  Press K (default key) to equip and Left Mouse buttun to use while near a wounded officer.
                  
            - Quick Reload: pressing Hold Command (CTRL default) + Reload permits you to quick change magazine at the cost of losing it.
         
         - Breached Door Falling: Doors can now detach from the frame after a C2 explosion (for the maximum cinematic effect)
            - Forced Arrest: you can arrest anyone who is stunned/gassed/etc at the price of a little penalty (-2)
            - Blasted Doors with shotgun have now chance to be opened immediatly after the shot         
   AI:     
            - Hostages can possibly comply by just seeing the officers.
         
FIXED:     
            - Barricade suspects behavior is working as intended
         - Suspect Threat detection is now activated just before they start to aim to avoid delays (particularly in MP) and bad ROE detection
         - Reduced Suspects and Officers punch chance to avoid fist fight "exploitation"
         - Fixed bad istances where suspects are still holding a gun after been arrested


#### V0.66 ####

ADDED:

   GAMEPLAY:
         - Lean/Walk System , ability to lean and walk.... finally an hystoric moment for Swat4 modding! 
            New and old lean system are working together for a complete... lean experience!
            
            NEW LEAN - Lean Left ( Default Q ) and  Lean Right ( Default E ) - new lean/walk system
            OLD LEAN - Hold Command (Default CTRL ) + Lean Left ( Default Q ) and Hold Command (Default CTRL ) + Lean Right ( Default E )
            
         - Partial Open Door System will swing the door partially, making possible to shoot or throw a grenade.
         
                   You can bind new keys or holding Hold Command ( default CTRL ) and Low Ready Up/Down ( Default Mouse Wheel Up/Down )           
                
         - NEW TAC-AID: Maglite Torch! Using the light makes evidence glowing to allow player a faster search of them. Even AI can use this feature when got ordered to secure evidence!
                  
                  J to equip torch
                  Toggle Flashlight to highlight evidence
                  
         - Disable Penalty Messages option for SP (in game settings options) and MP (forced to all players in Advanced server settings )
         - Fleeing suspects are considered threat if running with a gun within 15 mts from a player
         - Restored Weapon Zoom (disabled by default).
   AI:
         - Suspects and officers can punch their enemies at very close range!
         - Suspects AI morale overhaul , now 15% more intiale morale.They can also "fake" dropping all weapons and decide to attack you with a chance based on skill level.
   
   GRAPHICS:
         - NEW OFFICERS TEXTURES (Thanks to AceVentura) !
         - new body armors (from vanilla) , Level II armor and Kevlar (no sleeves).
         - new headgear ( boonie hat , ballistic glasses )
         - New Minimal HUD (optional)
         - Dynamic shell textures on Breaching SG an Benelli M4 depending on shell type.
         - New "Shake Camera" added when get shot or near a C2 blast.
         - Camera shake when player has been hit and close to a C2 explosion.
         - New "reduced" Ninebang effects
   SOUNDS:
         - NEW WEAPONS SOUNDS OVERHAUL! ( Thanks to Multi ! )
   
FIXED:
   - Stuttering and weight bugs in MP : removed old SEF system in change of a new simplified system with better net performances.
   - Suspects can remove wedges only within 35 mts from players.
   - Trapped doors are signaled by AI only there are traps in the map.
   - MP heavy mesh texture bug


#### V0.65 ####

ADDED
- Manual Low Ready system
- removed penalty for suspects escaped
- Added "Pull Door" command to let player pull the door (thx Scape/S4 for the script)
- Separated Flashlight and NVG keybinds
- AI Officers now can use NVG instead of flashlights
- New keybinds to control NVG light
- Enemy suspects can now remove wedges (50% chance) and barricade just after.
- Enemies can use flashlights (chance depending on enemy skill)
- Enemy pickup weapon restored (thank you EFdee)
- Check Lock can possibly return the presence of a trap... but can be a false statement!
  Also AI officers now report possible traps when checking the lock but... they can be wrong!
- SP/COOP Career overhaul: unlock system redone for a better career experience.
 
REMOVED
- Optiwand now cant mirror under the door

FIXED
- MP5A4 Holo ADS point fixed
- Adjusted some weights here and there


#### V0.61 ####

FIXED
- Scar H Aimpoint Suppressed  sound .
- G36K Holo Suppressed sound crash the server
- Toolkit lockpick dont open/lock door after use
- CS gas crash!!!!!!!
- reverted Unauth. use of force penalty to SEF7

ADDED
-new Ninebang explosion sound
- Ryker's Tasers sounds
- Run speed revised : now "No Armor" is SEF speed level , "Ceramic Armor" FR level , "Kevlar Armor" something in between the two. Basically now if you want speed carry less armor. Other speeds dont touched, i think they are good as they are!!!


#### V0.6 FEATURES ####

VISUAL & SOUNDS:
- Gas mask breathing loop sound
- New weapons realistic sounds replacements

NEW WEAPONS:
- adding new weapons and new variation to actual weapons
    - Beretta 92FS
    - Benelli M4 + Eotech 552 Holographic sight
    - M4 CQB + Holo + Silencer
    - UMP  Holo + Silencer
    - Sig 552 ( SEF model ) + Aimpoint + Silencer
    - MP5A4 Holo + Silencer
    - G36K Holo + Silencer
    - new M16A1 model!
   - Nine Bangers Flashbang
   
GAMEPLAY:
- chambered round counted in magazine-based weapons
- Penalties: every injury on compliant or arrested hostage/suspects is an unauthorized use of force (-5).
- Penalties: Sniper can only shoot suspects that are threats
- Flashlight to be turned off when unequip
- Flashlight cone reduced to match realistic cone size
- reviewed all weight system with real weights (bulk tweaked a bit for some tac-aid )
- little review of tact aids slot so i can expand different new grenade depending on type :
                           -slot 1 for bangs only
                           -slot 2 for gas only
                           -slot 3 for sting only
other slot free for other tac aids equipment.
- 20% higher chance to have a hostage/suspect compliant if issued a comply with flashlight on


### v0.5 ####
 
#### MAJOR FEATURES ####

- New weapon models to replace the vanilla ones (M4 , G36, 1911 , Glock , Mp5 , Taser X2 , UMP , Rem M870,Benelli Nova, Benelli M4 etc .  + Silenced and Aimpoint Variants)
- Replaced and tweaked gunshots sounds to be more realistic
- new Mich helmet models with variations , Safariland holster model and motorola radio
- AI now react more to gunshots sound and investigate with more probability , tweaked enemy architype
- Door static meshes overhaul with updated knobs models
- updated hands models
- new HUD with removed crosshair aim indicators
- slowed Swat movement for a more tactical gameplay
- new player camera position to fix weapons clipping!
- zoomFov to 90 to better gunplay vision
- many bad guys guns models updated with new 3d models
- Enemy Achitypes revised for realistic suspects weapons
- added - 5 penalty for tasing hostages in any condition (considering real life procedures)
- nerfed Optiwand:
           - now can be heard by suspects and can trigger them to investigate
              doors
           - reduced FOV , lcd resolution and speed of lens movement
- melee nerfed: reduced time of sting for AI
- lockpicking nerfed: now it takes 30 second to open/lock a door and the sound of it triggers AI investigation
- all comply shouts now trigger AI investigation
- GUI update for all new weapons and equipment


# GNU LICENSE #

Modified source code from SEF 7 has been provided within the downloaded pack in the file Source.rar .
All the other files are free to be seen with SwatED and text editors.

# KNOWN BUGS: #

Known bugs:
- toolkit/pistol bug   ( possible fix added in v0.6 ) - made toolkit unequip manual after use
- shared flashbang stay in hands after unequip - SEF bug


# THANKS #

Eezstreet and all the gang that had contributed the SEF mod , the best of the best!
Vetinari and nedd for the HUD reticle mod which has been "big bang moment" primary idea for starting this mod.
Scape for the tips on code!
Mantas for the beautiful logos!
Panzer8, 4non , Mantas , Emil ,Scape for the massive trailer and showcase!

All the supportive community that keeps me working and having fun on the mod!