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[furryclan]  |  Single player and online games  |  SWAT3  |  SWAT4  |  Topic: SSF Mod 4 teh win! « previous next »
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[_PhoeniX_]
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SSF Mod 4 teh win!
« on: 2005-06-13 07:42:46 »

Northy and I used it. It is a TREMENDOUS improvement. FMJ and JHP are modelled accurately. I think they changed the Pepperball gun a bit, so you have to hit near the face, and there's a slight delay before it affects the suspect (making it less "uber")... and all the other changes are awesome.



Reticle bloom w/ an MP5 while running is almost nill. Northy thought it a little unrealistic, but then we discussed how kick ass the MP5 is when it is shouldered, and came to the conclusion that it's probably realistic.



"DESCRIPTION

===============



This mod takes many factors of an already great game and makes it better for those who play serious coop, single player, or TDM.  This mod is not about adding a bunch of uniforms or guns, but rather improving the existing items in the game

to make your gameplay experience better. We believe in quality over quanity and we hope it shows.





WEAPON/GAMEPLAY CHANGES

============================



-All Weapons have proper firing modes as per manufactor specs. Guns with Burst mod start in Burst mode



-All Weapons have correct lethality. (One shot head kills are much more common with higher caliber rounds)



-FMJ and JHP Rounds know penetrate items correctly based on round and caliber.

(Example, a FMJ .223 round will penetrate wood and metal doors, where a 9mm FMJ will only penetrate a wood door.

A JHP 9mm will not penetrate wood doors)



-Firing Rates are more correct as to sustained rounds per minute.



-Equipping animations are slightly faster. (Example, Switching weapons is quicker, etc)



-Weapon effects are more realistic. (Example:Throw a flashbang in a room with "loose" items and stuff will fly across the room)



-Body hits will send a larger impulse to the rag doll being shot.



-Death animations are more realistic. Dying suspects and hostages will jerk and spasm from firing nerve impulses.



-Incapacitation animations more pronounced. Incapacitated suspects and hostages will move in more realistic ways. (Trying to get up, moving their head to look around, etc)



-Flashbangs more effective to UNARMORED suspects/hostages. Flashbangs have a slight fatality issue associated to them, but flashbangs have to be RIGHT ON a suspect to kill them.



-CS Gas has the same effect on AI as unprotected players



-Zoom to fire is instant instead of taking 0.5 seconds.



-Recoil, aim factors and several other factors increased for much more realistic weapons handling.



-Optiwand has a higher field of view so that you can see a larger area. Resolution for Optiwand Camera view changed so that the view doesnt look as pixelated.



-The AK-47 and the UZI SD are now available for all game modes.



-Primary weapons can be used as secondary and secondary can be used as primary weapons. (Example Carry MP5 as Primary and carry LTL Shotgun as secondary, etc)



-Option to not choose ANYTHING for a primary or secondary slot. (Useful for training etc) (also No Armor or Now Helmet Modes



-Removed Red and Blue Team GLOW sticks from backs in TDM Mode ONLY



-AI weapons have same stats and use the same limitations of the player now.



-Dynamic Take Downs now possible with correct aiming and recoil.



-Real-world textures used in the "Loadout" screens. Real Weapon Names, Stats, etc.



-The stinger's lethality and incapacitating effects more realistic, Throwing a stinger on an unarmed person will now have a higher chance of killing them.



-Door charges have a higher lethality and stun zone. (someone standing with 5 to 8 feet from door will be knocked unconcious or killed, persons 8 to 15-20 will be stunned, like a flashbang)



-Breaching shotgun can be used for a very close range (within 15 to 30 feet) weapon.



-Several enemy guns have flashlights. (they won't always use them, but sometimes they might, especially higher-level elite suspects)



AI CHANGES

==============



MOST OF THE AI CHANGES ARE BASED ON DIFFICULTY SETTINGS.

EASY Setting will not seem much different where as ELITE will be much different!



-Different game modes use the same damage settings. No more getting damaged more for playing co-op versus single player.



-AI can now engage or disengage officers at closer ranges.



-AI is more unpredictable.



-AI more likely to use cover when under fire.



-AI will fake surrendering more often.



-AI "moral effects" changed for more realistic gameplay. (Seeing buddies killed, getting shot, etc)



-AI more prone to engage or kill hostages when threatened or hearing you.



-AI much faster on the draw at shooting when they have decided to attack you.



-AI will run farther when trying to hide.



-When barricaded, AI will watch nearby doors and attack if they notice any nearby doors open.



SINGLE PLAYER CHANGES:

=======================



-AI Swat will clear a room more effectively.



-AI Swat will not watch a non-threat more than a new threat.



-AI in single player gets affected by diversionary items (cs, flash, sting) the same as Co-op.



Extras

==========



-Opening Movies and notices removed.



-Very quick "SSF Mod" splash screen at start.

The ONLY OTHER place you will see SSF.

is a very discreet place in the MP server screen.

Didnt want to flood you with "look at me" advertising



-Many more that we might have forgotten!"

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[12:46] [DT], Drax: I enjoy hooking my little sister up with guys from across the country
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Re: SSF Mod 4 teh win!
« Reply #1 on: 2005-06-13 13:17:13 »

Looks like they hired -Dick as their proof-reader.
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Slippery_Jim
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Re: SSF Mod 4 teh win!
« Reply #2 on: 2005-06-13 19:10:43 »

Quote:

-AI much faster on the draw at shooting when they have decided to attack you.




The game most certainly did not need that.  Rather the opposite in fact.  Most times the game performed like Raven Shield in which the tangos went from facing away from you to turning, aiming, firing, and you being dead in a microsecond.



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[NorthStar]
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Re: SSF Mod 4 teh win!
« Reply #3 on: 2005-06-13 19:49:24 »

That's not really what that means. They didn't make the actual drawing weapon animation any faster (in fact, it seems like they fixed that to a certain extent). They just made it so that if a suspect is going to make the decision to shoot at you instead of giving up/running away/etc., they will make it within the first few seconds of an engagement instead of standing there like a retard for several seconds. Trust me, this mod rocks.



- NS
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[Longbow]
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Re: SSF Mod 4 teh win!
« Reply #4 on: 2005-06-13 19:59:57 »

where can it be had...
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Slippery_Jim
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Re: SSF Mod 4 teh win!
« Reply #5 on: 2005-06-13 21:55:50 »

Until they fix the tangos not being a threat after they comply the game is dead in my books.
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[_PhoeniX_]
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Re: SSF Mod 4 teh win!
« Reply #6 on: 2005-06-14 05:30:22 »

That's well and good... but this mod makes the game fun again... and any mod to let the suspects pick up weapons again would result in the suspects picking up weapons when you're trying to cuff them, if they have their way about it.
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[12:46] [DT], Drax: I enjoy hooking my little sister up with guys from across the country
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Re: SSF Mod 4 teh win!
« Reply #7 on: 2005-06-14 16:04:29 »

bah how hard would it be?   not very.



some calculation triggered when the suspect has been compliant after a certain amount of time.  Factors a random number with stress level and other available and relevant variables which triggers the event which can be to run if no weapon handy or run vs pickup weapon if one is available.





There might be some limiting or more difficult than Im' guessing factor to getting the weapon back in the suspects hand and resetting his state of attack/ready/whatever.  But it doesn't seem like it would be rocket science.
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Slippery_Jim
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Re: SSF Mod 4 teh win!
« Reply #8 on: 2005-06-14 17:25:14 »

Not difficult for the developers with the source code.
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[predaeus]
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Re: SSF Mod 4 teh win!
« Reply #9 on: 2005-06-15 11:13:25 »

Only played single player yet, without heavy armor. Feels smooth. But a bit run-n-gun like.

The aimpoint is much better than the resizing crosshairs. The balaclavas rock.

I think they added a moving tip for the wand, or did I miss that before?!

Looks like random camo pants for the officers in single player.

Sweet helmets.



Didn't test alot more, yet.



I tried Code11_Mod_v106.exe linked in the SWAT4 forums.



EDIT: Just realized that this is a different mod...
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