Arma 3
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dzn Extended Jamming
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Data Type: Mod
Mod Type: Equipment, Mechanics
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投稿日
更新日
325.632 KB
2018年5月6日 2時13分
2021年4月29日 5時55分
11 項目の変更履歴 ( 表示 )

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dzn Extended Jamming

解説
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 件のコメント
Cap10_Bull@ 4月20日 5時19分 
Increases immersion without the need for ACE. Very good :selike:
nigel 1月30日 21時21分 
HOLY MOLY THIS IS EPIC
Buzzil  [作成者] 2023年12月11日 4時41分 
> 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 2023年12月7日 22時01分 
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 2023年9月20日 14時59分 
Oh okay, I've figured it out. Apparently this is incompatable with Zeus, which is unfortunate to be honest.
wendycamera 2023年9月19日 11時49分 
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_ 2023年7月15日 11時45分 
@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_ 2023年7月15日 11時41分 
@Buzzil thanks for the detailed answers!
Buzzil  [作成者] 2023年7月15日 2時32分 
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_ 2023年7月14日 7時26分 
@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!