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SWAT 3 - LAST RESORT GAME MODIFICATION


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Increased Suspect/Civilians Count

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3 years 11 months ago #1516 by Slippery Jim
Woops.

Looked at the code. It only ignored the cells set to "not occupiable". I will need to add a skybox only check also.

Anything else I am missing?

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3 years 11 months ago #1517 by Copy-Cat
i think that is it.

any chance you had a chance to read the other post on additions to the mod?

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3 years 11 months ago #1518 by Slippery Jim
You mean regarding the shoot distance? Didn't think there was anything for me to reply to. Thought you were just adding it to the list really.

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3 years 11 months ago #1519 by Copy-Cat
The swat models mate :(

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3 years 11 months ago - 3 years 11 months ago #1522 by Slippery Jim

Copy-Cat wrote: I'm about to get back on the 3d character models for the swat officers, and have a huge post that I want to run by you before I post it.


I was waiting for you to post about it, lol. Again not a mind reader :P

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3 years 11 months ago - 3 years 11 months ago #1542 by DarkSynopsis
Just coming back to this on the Scenario Editor front, I've got a script going that will make a scenario based on the suspect count I put in and throw them in random cells with random weapons/attributes, not looked into doing civilians yet and I wouldn't be surprised if issues arise since seems the game likes the files to be spaced a certain way, nightmare.

Now the real point of my post, is there a quick way to get a list of all the SWAT Spawn Cells in the default maps? or is going to be a matter of finding them all manually? want to make sure I can exclude them from being spawned in by suspects.

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