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I suggest doing what AndyBroski did with INSurgency+, which is to incorporate workshop models directly into the mod with their own paths so that you wouldn't have conflicting mods. Cos you gotta know that we do use a variety of mods in standard INS too, and having to subscribe to all those 16 mods will cause conflict with the stuff we typically play with.
Next is a bit minor: I recommend using Zombie's G36C animations over tigg's, and using the sawn-off TOZ-194M mod. It won't be compatible with lasers and flashlights, but it's not like we need them on a sawn-off :P Anyway, TOZ-194Ms are still civilian shotguns, no reason for criminals not to have them.
But when all that's done, could you give us the console command for playing it on local? ie. "mp_theatre_override [theatre file]
also you can play solo in the menu, there is a solo playlist, i added back the firefight mode for testing but if you need it the command is "mp_theatre_override swat"
Normally you can get permission simply by asking the dude who submitted them.
If you ever need this (for asking for permission):
MP5A4:
Animations: EliteElcoo
Textures: E5150
Models: Krycek? Schmung?
G36C:
Animations: tigg or MyZombieKillerztheAnimator
Model: Arby26
Textures: Arby26
Glock 17/18:
Animations: MyZombieKillerztheAnimator
Model: tigg
Textures: JAX
Glock 19:
Animations: tigg/NWI
Model: Crash
Textures: phale
MAC-10:
Animations: tigg/MrBrightSide
Model: Agent95
Textures: BuLL5h1T
ACOG:
Model: Thanez
Textures: Thanez/MrBrightSide
Compile: SethSamson
M28 (G28?):
Animations: Sakura Sayaka/NWI
Model: Infinity Ward
Textures: SethSamson
P220:
Animations: Hyper (I recommend trying tigg's for the feel)
Model: SAM61
Textures: 4ECHO and phale
Remington 870:
Animations: LtPliers/NWI
Model: Crash
Textures: Crash
Colt 733:
Animations: Farengar/NWI (AR-15s)
Model: Drew++, tigg, NWI, Farengar
Textures: Millenia, tigg, NWI, Farengar
AKM:
Animation: Farengar/NWI
Model: Farengar, austin
Textures: Aleksey Fyodorovich Smirnov
Sidemount:
Model: DICE EA
Textures: DICE EA
aslo that P220 i chose because its replace the M45, tigg's one is for the m9 that i chose the glock.
also this make the Colt acurate rifle the only weapon viable in this version (for the SWAT, I didn't played w/ the suspect yet)
G36C animations by MyZombieKillerztheAnimator (you can adjust the fov scales if the distant sights affect your gameplay afaik)
Ithaca 37 Stakeout by Spycer42 or sawn-off TOZ-194M for suspects. It has iron sights, something that the current sawn-off needs desperately.
Shotgun balance:
Most shotgun operators (at least in the army) use shotguns only for breaching, then switch to their primaries. If someone uses the shotgun as a primary, I'd imagine they'll be professionals who can rack a slide in split second timings. As of now they're very weak, so I encourage:
1. Making them a secondary with a huge weight penalty
OR
2. Making them primaries with the rate of fire of a professional, which would be near 120RPM.
second and the piece of cake here, remove the sound for fatigue and try to make every action you make give you fatigue, simulating a deviation
EDIT- ps this is the last time I suggest the less vertical recoil thing because this is becoming annoying
He already explained the reason for having more vertical recoil, and I for one, agree with it. The mod is trying to resemble the actual game of SWAT 4 (obviously), and that game had a ton of vertical recoil in addition to a massive cone of fire spread. Basically, if you used anything other than semi-automatic in that game, you're a fool. The low magazine capacity meant conservation of ammo and proper shot placement was crucial, plus full-auto meant you hit nothing and/or possibly lit up civilians.
This gave me a hell of a headache and forced me to stop playing for a while. My idea would be to add ADZ to disconnect the weapon from the centre of the screen. It's like freeaim for ADS and will force players to take time to aim. Like the old Insurgency+.