Some weird stuff is going on for me. When playing foodwall and doors are closed suspect just constantly tries to open them, they can't pick locks so they are stuck. And after i try to handcuff or shoot one of the suspects my game crashes right away.
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Crash Time: 06/22/24 11:55:50
OS: Windows NT 6.1 (Build: 7601) CPU: AuthenticAMD Unknown processor @ 3288 MHz with 4095MB RAM Video: AMD Radeon(TM) R7 Graphics (1002)
Hey Bro,Thanks for your feedback. After inspection, this bug was caused by using Career COOP to start the server. As the Career COOP provided by the SEF series MOD is unstable, it is recommended to use HOST in the main menu in multiplayer mode and then select the map to start the server. u can use Main menu "Host"button or use MOD root directory "DedicatedServer.bat" to Server and use IP Join the game, Vote change maps We are currently investigating and attempting to fix the issue of the suspect not being able to unlock. Perhaps this bug will be fixed in the next version
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No Label
Crash Time: 06/22/24 11:55:50
OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 3288 MHz with 4095MB RAM
Video: AMD Radeon(TM) R7 Graphics (1002)
UserName: XYX
ComputerName: XYZ-PC
Application location: E:\GOG Games\SWAT 4\ContentExpansion\System\
SWAT Build Number: v1.36 P2
Failed to find function OnPawnDamaged in SparkEmitter SP-FoodWall.SparkEmitter21
History: UObject::CallFunction [SCRIPT='SwatGame.GameEvent_PawnDamaged.Triggered' OBJ='GameEvent_PawnDamaged0'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.PostTakeDamage' OBJ='SwatLowThreat3'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatAI.PostTakeDamage' OBJ='SwatLowThreat3'] <- UObject::CallFunction [SCRIPT='Engine.Actor.TakeDamage' OBJ='SwatLowThreat3'] <- UObject::CallFunction [SCRIPT='Engine.FiredWeapon.DealDamage' OBJ='M4A1HoloMG0'] <- UObject::CallFunction [SCRIPT='Engine.SwatWeapon.HandleBallisticImpact' OBJ='M4A1HoloMG0'] <- UObject::CallFunction [SCRIPT='Engine.SwatWeapon.BallisticFire' OBJ='M4A1HoloMG0'] <- UObject::CallFunction [SCRIPT='Engine.FiredWeapon.TraceFire' OBJ='M4A1HoloMG0'] <- AActor::ProcessState [Stack: 'M4A1HoloMG SP-FoodWall.M4A1HoloMG0'] <- AActor::Tick [Actor: 'M4A1HoloMG0' Actor->bDeleteMe: FALSE] <- AHandheldEquipment::Tick [(M4A1HoloMG SP-FoodWall.M4A1HoloMG0)] <- TickAllActors <- ULevel::Tick [(NetMode=2)] <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop->GenerateExtraCrashInfo [(GLevel: 'myLevel' PendingLevel: '(NULL)' NetMode: 'NM_ListenServer'] <- MainLoop
We are currently investigating and attempting to fix the issue of the suspect not being able to unlock. Perhaps this bug will be fixed in the next version