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Zgłoś problem z tłumaczeniem
ACE3 =) If you are using ACE, please try fixed version like this https://steamproxy.net/sharedfiles/filedetails/?id=2920001073&searchtext=jamming
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
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!