|
![]() |
OPERATIONS |
First stop in any multiplayer game is Operations. From here you’ll choose team positions, access mission information including mission objectives, chat with your fellow players, determine a mission entry point and tactical mode of approach and access the weapons and gear screens from which you and your team will outfit yourselves.
There are four sections within Operations; Ops, Mission,
Gear, and Chat. Ops is selected as the default when first accessing Operations, and it
is here that your team position will be determined. The Mission section deals
with the mission particulars, such as objectives, tactical mode of approach, and
entry point. The Gear section is where each player chooses a character body
type, and gears up with weapons and tactical aids.
Located below the mission specific information in each
screen is a chat window. Type into the
chat window and hit the ENTER key to send messages. All incoming messages
from the other players will appear in this window, preceded by their name.
Located at the bottom right of the Operations screen is the
SWAT Eagle surrounded by three option tabs; Operations, Call Up, and Main. Pass
your cursor over the SWAT Eagle and the tabs to highlight. Click on the
highlighted SWAT Eagle or a highlighted tab to select. Clicking on the SWAT
Eagle brings up the Options Menu. Clicking on the Call Up tab accesses the Call
Up screen. Clicking on the Main tab takes you back to SWAT3’s Main Menu.
The chat window and the SWAT Eagle and associated options are persistent between Ops, Mission, Gear, and Chat.
Note that the host is responsible for setting global game play features, including assigning team positions, camo type, game type, entry point, initial tactical mode and possible options such as number of suspects or hostages per mission. However, this is not to say that the client-side players don’t have a say in the matter. After all, that’s what the chat window is for… express yourself.
Ops Screen |
As mentioned above, Ops is the default section when entering Operations. In the Ops section each player is assigned a team position on either of two entry teams by the host: Element Leader, Red1, Red2, Blue1 and Blue2. If you’re not the host, use the chat window to express your preference for a particular team position.
|
To fill a particular team position, click the small arrow located next to the position to be filled. A box will drop down allowing you to choose from several options.
Options include choosing one of the players to fill the position, choosing a computer-controlled teammate to fill the position by selecting AI, or choosing not to fill the position by selecting Closed. Selecting Open leaves the position open for potential players who may enter Operations before the game is in progress.
Each team, if it contains any team assaulters, must also contain an element leader. If one or both of the teams contain assaulters but no element leader, the game will not start. Nor will the game start if the position is merely marked as Open. It must be filled, either by a live player or an AI officer. If and when the starting element leader is neutralized and out of the game, the position of element leader will be filled by an assaulter on the leader’s team. The succession for replacement begins with Red1, then Red2, Blue1 and finally Blue2.
When succession occurs, the chosen assaulter’s
communication menu will automatically change from the Response Menu to the
Command Menu.
Located to the right of the screen is a drop-down list of game play scenarios from which the host can choose. Scenario options will always include the default SWAT3 scenario and a “random objectives” scenario.
If the “random objectives” scenario is chosen, you may
choose the number of suspects and civilians that appear in the scenario. When
this option is available, use the arrows provided to change the number values
and create the scenario you want, or press the Random tab next to the arrows to
set the field to a random value.
Below the scenario box are gameplay augmentation options.
These augmentations vary based on the game type, and as the host, you may choose
to activate them or deactivate them based on your personal preference.
The gameplay augmentations function in multi-player mode in the same fashion as single-player mode. For information on each of the available game augmentation options, see the Single-Player Menu Enhancements - Operations section of this FAQ.
Clicking the small arrow located next to each player’s name will cause a drop down options list to appear. Deathmatch options include the choice of “booting” or removing a player, choosing not to fill the position by selecting Closed, selecting a computer-controlled player by choosing AI, or selecting Open. Selecting Open leaves the position open for potential players who may enter Operations before the game is in progress.
In any of the Deathmatch variations, the scenario briefing
is replaced by several fields that represent the game parameters: Max Score,
Suspects, Civilians, Timer, and Lives. Each field has two arrows directly to
the right which are used to change the value in the field, and, depending on the
field, a Random button which will set the value randomly at game start.
Max Score can be set to a value or can be left blank. If
blank, there is no maximum score, and thus, the game cannot end based on score.
If it is set to a value, the game will end when one player reaches the maximum
score.
The Suspects and Civilians fields can be set to a value,
including zero or a random value. These fields designate how many suspects and
civilians will be placed in the mission area when the game begins.
The Timer can be set to designate a certain amount of game
duration. If the timer is left blank, the game cannot end based on time elapsed.
If the timer is set to a value, that value represents the number of minutes that
will pass during the game before the game ends.
The Lives field indicates the number of times that each
player will be able to re-enter the mission area after being neutralized. You
may leave it blank to give each player indefinite lives, or
set it to a value to limit their number of lives.
Below the scenario box are gameplay augmentation options.
These augmentations vary based on the game type, and as the host, you may choose
to activate them or deactivate them based on your personal preference.
The gameplay augmentations function in multi-player mode in the same fashion as single-player mode. For information on each of the available game augmentation options, see the Single-Player Menu Enhancements - Operations section of this FAQ.
Mission Screen |
To the left of the briefing box is a shot of the current mission location, for your reference. Below the briefing box are your entry point / mode of entry selectors; two sets of boxes, one for each team, identify the team's entry point and tactical mode of entry: stealth or dynamic, for the mission. Click the arrows to the left and right of each box to change the entry point and tactical mode of entry for your team(s). When you are satisfied with your choices, simply leave them displayed on-screen, and they will be applied when the mission begins.
In Team Deathmatch mode, the Mission Screen provides the
mission’s name and establishing shot. Each team is allowed to set their entry
point, hidden from the opposing team. Also available for the host is the option
of turning on the “Base Camp” augmentation, explained in the Single-Player
Custom Mission section of this manual.
In Standard
Deathmatch and Last Man Standing modes, the Mission screen is unavailable.
Gear Screen |
To begin, select your name from the player list located to the left of the screen. If you are the host, you’re responsible for selecting and outfitting yourself and all AI officers chosen for the mission. Consequently, you are able to select yourself and all AI characters from the list. If you are not the host, your name is selected as the default.
Once a player’s name is selected, browse through the list of character types by clicking on any of the character type names. Use the arrows provided if the list of character types exceeds the space allotted.
Once a character type is clicked on, a picture of the character will appear to the right of the character list.
The camouflage of the character types can be changed by selecting any of the various camo patterns provided to the right of the screen. If you are the host, you are responsible for choosing the team’s camo type. If you are a client (not the host), your camo type is locked to the host’s selection.
To select your character type and camo leave them selected and displayed on screen.
Click on the Weapons tab to switch to the weapons and tactical aids screen. Located vertically to the left of the screen are three tabs representing categories of weapons and tactical aids available for carry, they are: Primary, Secondary, and Tactical Aid. Primary and secondary refers to the two different types of weapons you can carry. Tactical refers to tactical aids, such as flashbangs and CS Gas. Pass your cursor over these tabs to highlight. Click on a highlighted tab to select.
|
Once a category is selected, a list of available items will appear to the right of the tab. Click on the name of each item to view a picture and a brief description of the item.
Each weapon available for carry has primary and secondary
ammunition. You can increase or decrease the number of magazines, per ammo type;
you wish to carry by clicking on the arrows provided. There is a maximum number
of magazines assigned to each weapon, so increasing one type of ammunition will
decrease the other. To select your primary and secondary weapons leave them
displayed on screen.
To increase or decrease the amount of a particular tactical
aid you wish to carry click on the arrows provided. Note that there is a set
number of canisters you can carry. Consequently, increasing the number of CS Gas
canisters will decrease the number of flashbangs, (and visa versa).
The Deathmatch/Last Man Standing Gear Screen functions in
the same manner as in Co-Op mode, with an exception: each player is allowed to
independently choose their camo type.
To learn how to choose a character-type and configure your character’s weapons and tactical aids in Deathmatch, see above, Co-Operative/Team Deathmatch Mode.
Chat Screen |
Go! Go! Go! |
Located along the bottom of the screen, to the right of the
Gear tab, is the Go! Go! Go! tab. Click this tab to signal to the other players
that you’re ready to begin battle. A tag next to your team position in the Ops
screen will illuminate, signaling that you are ready. If you wish to cancel your
ready order, you may click the Go! Go! Go! tab again, and the tag next to your
team position will turn off. When all players, including the host, have
signaled that they’re “good to go”, the game will launch.
Return To FAQ Main |
Previous: The Officer Screen |