SWAT™ 4 is the next installment of the successful tactical first person shooter franchise. SWAT™ 4 will have new features, like multi-player and co-op modes while still maintaining the features people love about the previous SWAT™ titles. Combining the high degree of tactical gameplay with an extensive tutorial, quick-start action mode, and adjustable tactic levels SWAT™ 4 will be sure not to disappoint!
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:
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)
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...
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":
But, once the lock status of the door is known, the default command will change to OPEN AND CLEAR:
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:
Lots of equipment has been added, including:
And some equipment has been improved:
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.
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 "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.
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.
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.
Once again, THANK YOU!
I will be working with Void Interactive on their new game, Ready or Not. We will be hosting a Reddit AMA on June 13th. Also, some important information...
Elite Force has made it to Moddb's Top 100 mods of 2017! Help bring us to that top spot!
This is the rtx.conf file necessary to run SWAT 4 with RTX Remix. Place it in the root directory where the Remix runtime is installed.
Full release of the mod version 1.0.1 * LAN and Dedicated * Default loadouts only for AI * Some commands might not work as intended
Fichiers issus de la version CD du jeu de base en français
AI officers from singleplayer to COOP * Default loadouts for AI * Almost all commands work for clients and hosts * Works both in LAN and Dedicated Release...
I still have my Gold Edition boxed copy, time to replay this classic again. Elite and 100/100 only of course.
I recently set up the dedicated server for SWAT 4, TSS, and its mods to run inside a Docker container under Linux. I also created a Pterodactyl egg, for those of you who are managing your servers using Pterodactyl and Wings. If anyone is interested you can find both of the repos below:
Github.com
Github.com
Amazing game!
Only problem is, it does not have my great mod, FIRST RESPONDERS EXTREME.
Click on my username to learn more!
"Entry team to TOC, we have a banned account!"
Hi, I am an avid fan of SWAT 4. But I need help. When I installed the game, it turned into an error and the screen of my laptop posted "Swat 4.ini."
I hope that you can help me. Thank you!
Thank you very much for all the work you did on this. I'm enjoying it
Time of next release?
Love this mod! But I'm having issues with key bindings in the User.ini file... I modify them (by adding colours, custom phrases, etc.) and only seem to get results while playing vanilla SWAT or the Stetchkov Syndicate application. SEF, however, won't allow it to work in-game. Any ideas on how to fix this?
alahaban
I am trying to use this mod for actual training of police officers in one of the largest agencies in Southern California. I believe it could be a great tool for flexible and inexpensive training that will allow us to focus on tactics and teamwork. To your knowledge is there a map which has vehicles which have doors that can open. My thought is that this could be used to simulate traffic stops and vehicle clearance.