Arma 3
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DZN_Extended Jamming [Wolfen Fix] (FIXED FOR ACE3)
   
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Data Type: Mod
Mod Type: Mechanics, Weapon
File Size
Posted
Updated
286.299 KB
8 Dec, 2022 @ 12:21am
19 Sep, 2023 @ 5:25pm
5 Change Notes ( view )

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DZN_Extended Jamming [Wolfen Fix] (FIXED FOR ACE3)

Description
FIXED FOR ACE3
Mod became incompatible when ACE3 implemented ACEX in early 2022, 10 lines of code changes fixed it.

Mod has been updated for use with our unit, but we thought we'd upload it here too.

Special thanks to our resident coder WolfenDragoon for finding the buggy code. The original dzn_EJAM GitHub has had a similar fix in it's pull requests for months without an update to the OG Steam mod.

Original description below
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 gets 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 strictly dependent 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]
Original pull request for fix (we did a similar fix)[github.com]
23 Comments
Armoured_Contempt 18 Sep, 2023 @ 8:10am 
Hiya, sorry to come back after 5 months with bad news but I've finally had a chance to check and it seems like there's still issues with the keys - getting an error attempting to start the server with it in our modlist stating that it "has no keys folder or files in its key folder". I can see they're there, and I've done multiple full delete/repairs on the mod but it's still happening, so I guess there's something wonky with 'em.

Sorry I can't help more
The Bussy Squirts Back 26 Jul, 2023 @ 11:33am 
What issues does running ACE with cook-off generate while using this mod? Didn't really notice anything during a brief test with it but would like to know before I add this to my server
Bones  [author] 24 Jul, 2023 @ 2:16pm 
@Cryptic no
Cryptic 24 Jul, 2023 @ 9:45am 
does this work for ai as well?
aceb20 20 Jul, 2023 @ 2:23am 
I do have ACE cook-off disabled. Thank you for the response :steamthumbsup:
Bones  [author] 19 Jul, 2023 @ 1:41am 
@aceb20 As long as you turn off Ace cook-off it'll function correctly in my experience, we don't have issues with ACE heat multiplier but it will factor into the jam chance
aceb20 18 Jul, 2023 @ 3:19pm 
Does this still use overheating multiplier from ACE even with the override?
nanner 12 Jul, 2023 @ 1:20pm 
Your mod made this realism video! https://youtu.be/C4SssBUz3m0
Armoured_Contempt 6 May, 2023 @ 6:56am 
Awesome, legend
Bones  [author] 6 May, 2023 @ 5:41am 
Hey @Armoured_Contempt and @[III%]PsychosocialPenguin

I actually signed them properly this time, .bikey included.