Arma 3
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DZN Extended Jamming [Raven Fix]
   
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Data Type: Mod
Mod Type: Animation, Mechanics
File Size
Posted
285.708 KB
18 Jan, 2023 @ 10:00am
1 Change Note ( view )

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DZN Extended Jamming [Raven Fix]

In 1 collection by F. Raven
77th Combined Arms Battalion ModPack
59 items
Description
Havent seen anyone upload this fix on here so I applyed it and here it is for yall. All Credits go to 10Dozen for the initial work and zharf for finding the fix which is linked below!

Mod is Should be compatible with ACE 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.



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)
zharf - For finding and applying fix.

License: APL-SA

Links:
Original Mod - https://steamproxy.net/sharedfiles/filedetails/?id=1379304937&searchtext=DZN+
Github (EJAM Weapon Configurator) - https://github.com/10Dozen/dzn_EJAM/wiki/EJAM-Weapon-Configurator
Github (Settings overview) - https://github.com/10Dozen/dzn_EJAM/wiki/Settings-overview
22 Comments
F. Raven  [author] 26 Apr @ 6:00am 
some errors pop up but it doesn't effect the use of the mod.
Angel 26 Apr @ 5:54am 
will try
F. Raven  [author] 26 Apr @ 5:21am 
@✟ 𝓐ŋɠεℓïŋą♔

0 Clue that doesn't show in any of my .rpt's

I turn Ace Jamming off (I set it to 0 chance) in the Ace settings.
Angel 26 Apr @ 12:50am 
@F. Raven, It's definitely broken. Line 16 in fnc_processMappingData - Type Hashmap, Expected Namespace etc
F. Raven  [author] 10 Feb @ 7:52am 
@Play3r I have 0 clue. Works fine for me boss.
Play3r 10 Feb @ 7:49am 
hmm i get a error in line 16 when i use this mod.. togeter with ACE and CBA_A3.
can't remember what the error says.
F. Raven  [author] 1 Feb @ 1:40pm 
@S. Jorgensen ok when im free i can do it.
S. Jorgensen 1 Feb @ 7:15am 
I tired to create the keys, I think the only way to "fix" it is to re-upload the mod with my own keys.
F. Raven  [author] 31 Jan @ 6:50pm 
@S. Jorgensen You should be able to just create one with Arma Tools.

Dont care if you do, no need for permission
S. Jorgensen 31 Jan @ 6:49pm 
Can you provide a .bikey with this mod for multiplayer signing?