![]() Log("ToggleGUI: Turn GUI/HUD rendering on/off") // in SwatHUD.uc ![]() Log("OpenDoorsToRight: Opens all doors in the level to the right") Log("OpenDoorsToLeft: Opens all doors in the level to the left") Log("Loc: Print player location/rotation to the log file") // in SwatGamePlayerController.uc Log(" SwatCheatManager available functions") Prints a list of all available SwatCheatManager exec functions Instead it logs the list of commands to Swat4.log (or if using the expansion, Swat4x.log). There is a console command "help" which is supposed to display a list of commands, but doesn't. If cheat functions are enabled in Swat4.ini (or if using the expansion, Swat4x.ini), the player has access to a number of debugging features. There are over 45 lines that are not used here. Each sample above is an example of these, respectively. The feature can be turned on using console commands, or by adding some data to SwatGui.ini.Īfter an AI-controlled officer examines a door, they can either report that a trap has already gone off on the door, the door is not trapped, or that an undisabled trap was found on the door. This would've allowed the player to issue commands using their voice. The expansion also has a Speech Recognition feature. If that wasn't enough, there's scripted conversations that were set to happen when a trap is tripped. Additionally, the mission briefings for these missions both mention that traps are a possibility. On Northside Vending and Amusements, the door leading to the laundromat is assigned the label "TrappedDoor". On Children of Taronne Tenement, one door is assigned a label "AltarTrap" and another is assigned "BigRoomTrap". ![]() There are at least three different trap models (a door-rigged alarm, door-rigged bomb, and free-standing bomb, triggered by a switch), and several classes (BoobyTrapRoster, BoobyTrap. It's evident that traps were cut very late in development. All of this functionality has been restored by player-created mods. The game notably has a few features which were cut at the last minute before release. This version has a different appearance based on the weapon choice of the player. The gui_tex.utx package contains a number of interesting things, including the images described above, but also an early version of the paperdoll. The expansion doubled down on this logic by adding another such icon for the lightstick that isn't used. While it doesn't appear in the game, a red smoke effect is used to mark the escape zone in VIP Escort.Ĭuriously, icons exist for pieces of equipment that the player always has equipped - handcuffs and multitool - but these aren't used. The icon implies that this was once intended to be a player-usable weapon, but perhaps dropped due to similarities to the M4Super90 outlined above.Īn icon exists for a red smoke grenade item. The M1Super90 model is reused as a suspect-specific weapon. The model looks nearly identical to the M4Super90, with a missing shell rack and different stock. Icons and models exist for a Benelli M1Super90.
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