Arma 3
359 ratings
dzn Extended Jamming
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Data Type: Mod
Mod Type: Equipment, Mechanics
File Size
Posted
Updated
325.632 KB
6 May, 2018 @ 2:13am
29 Apr, 2021 @ 5:55am
11 Change Notes ( view )

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dzn Extended Jamming

Description
Mod is not compatible with ACE for now
Mod adds weapon jamming to vanilla A3 or extends ACE jamming (from ACE Overheating) with additional logic.
Client-side, but when installed on the server - settings may be forced.

Version: 2.7.2

Features:
- Primary weapons may suffer 5 types of malfunction (feed failures, dud, extraction and ejection failures) and each requires correct user actions to be fixed.
- Unjamming from UI or "blind", using the hotkeys
- Jam chance and Malfunction frequency may be configured
- Specific guns may have specific jam chances and malfunction type frequency
- Compatible both with ACE and Vanilla

Usage:
- Bind hotkeys at (Options -> Controls -> Configure Addons)
- Check mod settings in the (Options -> Addon Options -> dzn Extended Jamming)
- When weapon got jammed - use Inspect Weapon keybind or (Self-interaction - Equipment - Inspect Weapon) action to open extended unjamming interface. Or use hotkeys for "blind" fixing
- Use "Subsonic magazines" settings to set up subsonic mags which should cause penalty; also you can use this setting to make high-capacity mags less reliable (just like IRL!)
- If you want to make scenario strictrly dependend from EJAM - place: Modules - Misc - 'Extended Jamming - Require Addon' in 3DEN

Note:
- Currently loaded magazine will be dropped to the ground on Magazine Detach action if there is no space in player's inventory
- Mod can override ACE unjamming logic if forced in the settings
- Weapon from different mods may behave differently (e.g. some guns doesn't hide detached magazine)
- For testing you can set jam chance to 100% at Addon Options

Credits:
10Dozen - scripting;
hyper's youtube channel (https://www.youtube.com/channel/UCSezUnbvCLYBXuUlPcXU_QQ) - sound;
KICKASS (Chinese, Chinese simplified translation);
EckoMoire (Portuguese translation);
Ralf (German translation)
Abogado (Spanish translation)

License: APL-SA

Links:
<EJAM Weapon Configurator> How To [github.com]
Settings overview [github.com]
337 Comments
Cap10_Bull@ 20 Apr @ 5:19am 
Increases immersion without the need for ACE. Very good :selike:
nigel 30 Jan @ 9:21pm 
HOLY MOLY THIS IS EPIC
Buzzil  [author] 11 Dec, 2023 @ 4:41am 
> do you have a list of incompatible mods?
ACE3 =) If you are using ACE, please try fixed version like this https://steamproxy.net/sharedfiles/filedetails/?id=2920001073&searchtext=jamming
Cerebral Hypoxia 7 Dec, 2023 @ 10:01pm 
For some reason the Inspect Menu will not open. I suspect it could be a conflicting mod, do you have a list of incompatible mods?
wendycamera 20 Sep, 2023 @ 2:59pm 
Oh okay, I've figured it out. Apparently this is incompatable with Zeus, which is unfortunate to be honest.
wendycamera 19 Sep, 2023 @ 11:49am 
Does this work for all guns? i have it set to a 10% jam rate (playing as rebels in myanmar, so realistic), and it seems to never jam. or is this an issue with it not being compat with Zeus?
_mickey_ 15 Jul, 2023 @ 11:45am 
@Buzzil Please try to implement point 2. I very often see how bullets hit the player's weapon, without the slightest consequences. Ideally, it would not be bad to have a chance for an unrecoverable jam. So that the weapon was forever spoiled, if of course this is possible.
_mickey_ 15 Jul, 2023 @ 11:41am 
@Buzzil thanks for the detailed answers!
Buzzil  [author] 15 Jul, 2023 @ 2:32am 
Hi, @_mickey_

1) EJAM uses ACE3 jam events and pure random on each shot fired =) But chances may be configured by mod settings for each weapon class individually. FYI ACE3 jam chance calculated from barrel temperature + some effect of how dusty surface below.

2) I don't think it's possible without some weird approached. My guess - create some object that may be hit, add hit EH to it and attach this object to position of weapon on player's model. In theory it can detect both direct hits and explosions.

3) Game doesn't recognize 2 weapons items of the same class (so if you jam SPAR-16 and swap it to another SPAR-16 - new one will be jammed too). But you can remove player's weapon by force, drop it and make unpickable. I made some scripts years ago, but didn't add it to EJAM for somereason. Check - https://gist.github.com/10Dozen/00b54294a45277d65531d6cf723143e1
_mickey_ 14 Jul, 2023 @ 7:26am 
@Buzzil good day!

I have three questions:

1) I looked through your material, but did not understand what reason can cause the weapon to jam in your mod? is it just overheating like in ACE3? Or could there be other reasons?

2) Is it possible to make a reason for jamming a weapon (chance), if weapon get bullet hit or get near explosion?

3) Is it possible to make a completely broken weapon, that cannot be restored?

Thank you!