Multi-Player Mode

Operations
First stop in any multiplayer game is Operations. From here you'll choose a team position; 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.

There are three sections within Operations: Ops, Map and Gear. Ops is selected by default when you first access Operations, and it is here your team position will be determined. The Map 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.

A chat window is located below the mission-specific information. Once you type your message in the chat window, hit the ENTER key to send it. All incoming messages from your teammates will appear in this window, preceded by their names.

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 them. Click the highlighted SWAT eagle or a highlighted tab to select. The SWAT eagle brings up the Options Menu. The Call Up tab accesses the Call Up screen. The Main tab takes you back to SWAT 3's Main Menu.

The chat window and the SWAT eagle and associated options are persistent on the Ops, Map and Gear screens.

Note that the host is responsible for setting global game-play parameters, including team position, camo type, game type, entry point, initial tactical mode and possible options such as number of suspects or hostages per mission. Client players should use the chat window to tell the host their preferences.

Ops Screen

Cooperative Mode
As mentioned above, you'll arrive at Ops by default when you enter enter Operations. In the Ops section, each player is assigned a team position 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.

Choose options for each team position using the drop-down box beside it.

You can fill each position with a player or a computer-controlled (AI) teammate, you can leave the position unfilled by selecting Closed, or you can select Open to allow any player to join from Operations before the game is in progress. If a position is marked Open when the game is started, the position will be filled with a default AI character.

These choices do not apply to the element leader position, which must be filled with a live player at all times. The game will not start if the position is marked as Open.

If the starting element leader is neutralized, the position of element leader will be filled by an assaulter. The succession for replacement begins with Red1, then passes to 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 the host can choose from. Scenario options will always include the default SWAT 3 scenario and may include scenarios created by MOD builders.

When you select a scenario, you may be able to set additional game-play values, such as the number of suspects and civilians. 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.

In Cooperative mode, you have the additional option of activating the Assumable AI feature. When the Assumable AI feature is on, a player who is neutralized will assume any team position occupied by an AI officer and re-spawn as an active player. When this feature is off, a player who is neutralized remains neutralized.

Deathmatch Mode
In Deathmatch there are no team positions. However, in Team Deathmatch, each player can mark themselves as either a "good guy" or a "bad guy."

As a "bad guy," you'll get the help of the AI suspects, who will always go after the "good guys." In Free-for-All, or Last Man Standing Deathmatch, the AI suspects will always treat the player as the enemy.

Use the drop-down menu next to each player's name to select options. Deathmatch options include "booting," or removing, a player, leaving the position unfilled (Closed) and leaving the position Open, which allows players to join the game from Operations before it starts. Unlike Cooperative mode, if a position is marked Open in Deathmatch when the game is started, it will not be filled with a default AI character.

Located to the right of the screen is a drop-down list of game-play scenarios the host can choose from. Scenario options will always include the default SWAT 3 scenario and possibly scenarios created by MOD builders.

When you select a scenario, you may be able to set additional game-play values, such as the number of suspects and civilians. 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.

In Deathmatch mode, you have additional options, for example, you can set a time limit and adjust the number of points required to win a game. Use the arrows to the right of each field to change the number, or click to select the Random tab to randomize the number.

In Deathmatch mode, you have additional options, such as setting a time limit, or the amount of points required to win a game. Use the arrows to the right of each field to change the number, or click the Random tab to randomize the number.

An additional feature of deathmatch play is the ability to have AI characters respawn after being removed from the game. You may activate this feature by clicking the box marked "Respawn AI." All characters that are removed from the game, whether neutralized or evacuated, will reappear in a random location on the map.

For Last Man Standing mode, you have the additional option of activating the life-support feature. When this feature is on, players will have life meters that tick down as time goes by. You can replenish your life meter only by wounding or neutralizing an enemy. (This discourages the practice of "camping.")

Paintball Mode
To activate Paintball mode, click the box labeled "Paintball" below the game-play scenario drop-down box. The color of each player's name box corresponds to the color of paint that player's weapon uses.

Paintball has its own set of rules and options:

All players now shoot paintballs, rather than bullets, from their weapons. Each player's paintball color is determined automatically before the mission begins. Suspects, however, will always fire orange paintballs.

Your screen will flash the color of any paintballs that hit you.

The effects of body armor are negated; every player, suspect and hostage is equally vulnerable to a paintball hit. However, damage is relative; a direct hit to the head with a paintball does more "damage" than a hit to the hand.

Paintballs are fired at much lower velocities than bullets; in paintball mode, your shots will not penetrate any surfaces, nor will they pass through any other characters. Paintballs will leave a visible splat of paint on any surface or character they hit.

Map Screen

Cooperative Mode
In Cooperative mode, the Map Screen provides crime information and mission objectives, and allows you to determine your entry point (if there's more than one) and your initial tactical mode: Stealth or Dynamic. If you fail to make these decisions before starting the mission, defaults are provided.

Note that the host is responsible for setting the entry point and the tactical mode of approach to the target location.

Deathmatch Mode
In Deathmatch mode, the Map Screen provides the mission's name and establishing shot. There are no mission objectives nor crime information.

In Deathmatch, at the start of each game, players spawn randomly within the game map in Dynamic mode. Consequently, the options to set an entry point or an initial tactical mode of approach are unavailable in the Map Screen in Deathmatch mode.

Gear Screen
Gear is separated into two sections: Gear and Weapons. The Gear section is selected as the default when first accessing the screen, and it is here you choose the body type of the character that represents you in the game. In the Weapons section, each player chooses their primary and secondary weapons, along with their tactical aids. Located above the gear and weapons information are two tabs: Gear and Weapons. Pass your cursor over to highlight; click the highlighted tab to select.

If you choose not to configure your character, you'll receive the default primary and secondary weapons and tactical aids.

Cooperative Mode
Choose among options in the Gear section to set your camo and choose a character type to represent you in the game.

To begin, select your name from the players' list at 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. If you are not the host, your name is selected as the default.

Once you've selected a player's name, browse through the list of character types by clicking the character-type names. Use the arrows provided if the list of character types exceeds the space allotted.

Once you've clicked a character type, 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, 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 numbers of a particular tactical aid, click the arrows next to it. Note that there is a set number of canisters you can carry - increasing the number of CS Gas canisters will decrease the number of flashbangs (and visa versa).

Note that the host is responsible for configuring all AI officer's weapons and tactical aids.

Deathmatch Mode
The Deathmatch Gear Screen functions in the same manner as in Coop mode, with two exceptions: each player is allowed to independently choose their camo type, and there are no AI officers for the host to configure.

In Team Deathmatch games, where players can choose sides, one button is located to the left of the screen and another below the players' names: Good Guy and Bad Guy. Click to select. Use this feature to create teams. Be aware that the bad-guy players will benefit from any AI suspects in the game, as they will go after the "good guys."

To learn how to choose a character-type and configure your character's weapons and tactical aids in Deathmatch, see above, Cooperative Mode.

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. When all players, including the host, have signaled that they're "good to go," the game will launch.

Note that if you fail to choose a character type, or configure your character's weapons and gear, defaults will be set for you.




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