-- Code 11 - SWAT 4 Mod --- by .338LapuaMagnum with help from SWAT community, thanks alot pals ! Changes v1.12b: - fixed sniper firing blanks - added 2D sights for Handguns (!! add "| handsdown" (w/o " ") behind your user.ini entry for the zoom key for better look !!) - added additional time before the AI will shoot after they raised the gun - flashlight will be switched off on weapon change - switch back to previous equipment after used grenades and tools - added breach command for unlocked doors in new command structure - removed reticle bloom in code - added Safe mode to all weapons - spent cartridges will stay - unlimited wedges - fixed M4 firing sound Changes v1.11: - decals stay forever Changes v1.1: - changed Mod to SDK settings, so further changes can include code improvements Changes v1.07: - added flashlight to breaching shotgun again - renamed G36K to G36C, modified every gun realted data, ammo, GUI image and text - slightly increased accuracy for suspects again Changes v1.06: - added Glock 19 and Kimber TLE RL Custom II as primary - added M870 MCS as primary - changed officer balaclavas so nose is covered - damage indicator only half-sized and repositioned - increased equip and unequip speed - increased range for breaching shotgun - removed ammo count numbers (only bars left and repositioned) - removed reticle bloom and changed center dot color Changes v1.05: - added kevlar helmet to selection - changed GUI images - changed M1911 to Kimber TLE RL Custom II - fixed armor descibtion text - increased report time while AI is covering - removed damage indicator - report distance reduced to around 2,5 meters (need to get close to the person to chek vital signs) Changes v1.04: - decreased aggressivness of suspects - decreased covering sector angle - increased aim error for suspects per skill level - increased chance of suspect fleeing - increased CS gas radius Changes v1.03: - changed amounts of magazines for some weapons - changed disarm and lock pick times slightly (to be more realistic) - changed some load outs - changed some team member response times - decreased AI time to fire a shotgun - increased distance to uncompliant suspects for AI mates - reduced scope sway for snipers (they use bipods or sandbags to suppress most of the movement) - reduced time for second team to enter the room - removed ambient music (there is no soundtrack in real life) - removed less lethal ammo option from M870 MCS (less lethal needs to be different gun) - removed some feedback texts (closed door etc) - tweaked some AI response times Changes v1.02: - changed skeletal region modifiers to reflect vital zones realistically - damage system completely changed to realistic values (bullet weights, internal damage, muzzle velocities, armor levels) - fixed low-ready on compliant suspects (only civilians and hostages are not threatened when compliant) Changes v1.01: - changed armor class and damage absorption - corrected some typos - disabled zoom correctly - finally implemented correct muzzle velocities - tweaked bullet weight Changes v1.00: - added "aggressive arrest", individuals can be arrested without compliance (dangerous with armed suspects!) - added Assaulter & Breacher with city camo heavy armor, LTL & Pacifier with gas mask, Breacher with riot helmet, Scout & CQB Specialist with ProTec - added fully automatic firing mode to MP5 variants - added low-ready for activated flashlight - added new weapon; the Remington M870 MCS as secondary weapon with new ammunition, GUI image and ammo option - added quick command for use of less-lethal weaponry - changed accuracy for all weapons to make them realistic - changed firing rates of AK-47, UMP45, Uzi and MP5 A4 +SD - changed low-ready to fire time - changed recoil values to realistic behaviour for trained operators - changed weapon info text to be more serious - changed weapon names to original designations - decreased chance suspects will fire at opened doors when barricaded - increased accuracy for running, walking and turning - increased chance suspects will shoot hostages on SWAT contact - increased damage to the head - reduced magazine capacity for Nova Pump Tactical/LTL shotgun to 7 (6+1) - removed rag doll effects completely - removed requesting orders speech to reflect professionalism - removed some expensive weapons for suspects from Scenario Creator - replaced firing sounds for MP5 and M4A1 - replaced MP5 handling sounds with original recordings - slightly increased sniper scope field of view to a realistic value (6x power scope: 6.7 m @ 100 m) Known bugs: Due to the prehistorical damage and penetration system used in SWAT 4, heavy and slow bullets are as effective as fast but light ones. The sectional density/energy density and kinetic energy is completely untouched, which is used nowadays to calculate ballistic performance. Credits: Thanks to "Vivendi Universal Games" and "Irrational Games" for this amazing game ! Thanks to AndroidXP, Moebius, Predaeus, Grunt, Ding and mjkeat for their support and knowledge ! Contact: Forum handle: .338LapuaMagnum E-Mail: yautja-predator@gmx.de ICQ UIN: 78337170 --- Made in Germany --- P.S: Looking for 3D artists (weapon and characters), animators, sound artists and scripter for a german SEK (Spezialeinsatzkommando) Modification.