Strike Force Heroes Wiki
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A note for those who played Raze 2:

According to Justin, Strike Force Heroes is running off a heavily modified Raze 2 engine, meaning that glitches which happened in Raze 2 might happen again in Strike Force Heroes.

This is a list of said glitches in the game.

Wrong weapon magazine[]

Switching weapons with those that feature the same "Assault rifle like" animation does not change their proper magazine. It affects multiple weapons, such as the AA 12 and the Skorpion. This does not affect the weapons in any way, outside cosmetical purposes. Switching classes from one that has "Assault rifle like" magazines to another can also make this bug occur.

Sliding glitch[]

Occasionally, when running around in the game, after climbing onto a ledge, the player's horizontal movement will be completely locked out of their control, as they will slowly "slide" towards the direction they had climbed to. This bug is fixed by dying, and you can still jump or crouch while it is active.

Standing in a crouch only spot[]

If you start up a match in a map that has a vent you can fall out of, you may climb back into the vent after falling from it, resulting in you standing inside the vent. You can still move around as normal, but your jumps are impaired. This bug can also occur in mission 1, Under Siege, but there is a fail-safe invisible wall there.

Screen shake[]

In specific locations on most maps, pointing your cursor somewhere very specific may cause the screen to start shaking a bit, with moving your mouse cursor away fixing the bug.

Selected skin juggernaut[]

If you get a kill on the juggernaut as a dead player you'll come back as the juggernaut, but with your own, selected skin. Easily achievable with a Bouncing Betty Commando. This bug can also happen if the enemy suicides and you randomly get juggernaut while dead. There is no way to reverse this, except by dying again and not triggering the bug.

Tear gas ending much quicker than expected[]

Ingame, Tear Gas, although mentioned that it lasts 8 seconds, actually lasts slightly less than 4. This is because the green screen filter happens at twice the game's framerate, which in turn, it means it lasts half as much as it should. Furthermore, the duration is also considerered when the green fade in and fade out effects are being played, and since the decrease in enemy capability is only active when the aforemented effects arent still being played, the supposed killstreak's effect lasts even less.

Tear gas not working before all the enemies in a mission have spawned[]

Simple and straight forward; Tear Gas does not work at all until all of the bots have had their "No Spawning" parameter disabled. And so then, Tear Gas may be activated as its effects last for the entire match, without the green screen filter.

Tear gas not altering certain visuals[]

Tear Gas is notorious for having the green screen effect. Some graphics; like Bouncing Betties or Caverns' flow of water in the center, simply are not affected by the green screen effect.

Foundry's lava bucket not pausing when the game is[]

As the title suggests. The animations for the bucket still play, but it wont deal any damage while paused. This could save you in rare occassions.

Headshot bonuses do not work[]

Sniper rifles often have a stat exclusive to them; that being the extra headshot damage multiplier. The stat ends up being purely cosmetical and does not serve what it intends to. This is very noticeable on the crossbow, which should deal enough headshot damage to insta-kill even a level 50 Tank.

Earned kills for a killstreak resetting when the killstreak ends[]

Take Full Radar, get enough kills to activate it and then quickly die. Get a kill right as you spawn and you'll notice that your progression towards activating Full Radar again as been reset to zero.

Explosions can hit enemies through walls, if an enemy was hit[]

As the title implies, if an explosion hits an enemy, it can also hit the enemy through walls and related map geometry, using its splash range.

Ammo Feed bots dont switch to their secondary when running out of ammo[]

As its mentioned, bots dont switch to their secondary after running out of ammo, with Ammo Feed equipped. They will keep roaming the map, aiming at you and trying to shoot their enemies, only for empty gun click noises to be heard. This is fixed when they get an ammo pickup.

The Cyclone secondary is not affected by Flame Resistance[]

Cyclone's damage is not reduced by Flame Resistance users. This is more of an oversight rather than a bug, as the code that checks for if the weapon is an explosive, only takes the weapon's category into account, and since Cyclone is a machine-pistol rather than an explosive, the bug occurs.

Regen particles appearing when an unit is invisible[]

Simple and straight forward-enemies regenerating their health while invisible will still show regeneration particles, rendering Shadow Blend completely pointless outside the extra melee critical chance.

Iron Will's cooldown is much shorter than 5 seconds[]

In the game's code, Iron Will is mistyped to have a 3.33 seconds cooldown rather than a 5 seconds cooldown. This turned out to make Iron Will actually more balanced than it was intended to be.

Full Protection only works when you aren't using your shield[]

The game checks for if you are NOT using your shield, which it then checks for if you have a shield primary and Full Protection equipped; and then it applies the damage reduction granted by Full Protection. Shield code is quite the scary business, but this is an easy fix.

Shields don't update their sprites very often[]

Sometimes when shooting & crouching at the same time with a shield, for example; your shield will disappear and reappear a few milliseconds later. This simply happens because there aren't enough triggers for shields to update their sprites.

Shields don't reduce splash damage[]

As the title implies... shields don't reduce splash damage, probably because splash is not considered a projectile.

Reflectionless shields don't reduce damage and don't reduce accuracy[]

This bug happens because shields' primary trigger to function firstly checks for if their reflection value isn't zero.

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