Arma 3
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dzn Extended Jamming
   
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Data Type: Mod
Mod Type: Equipment, Mechanics
File Size
Posted
Updated
0.301 MB
May 6, 2018 @ 2:13am
Apr 24, 2020 @ 1:45pm
10 Change Notes ( view )

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dzn Extended Jamming

Description
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: 2.7.1

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 CUP 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)

License: APL-SA

Links:
<EJAM Weapon Configurator> How To [github.com]
Settings overview [github.com]
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245 Comments
Frosted Vert Jan 20 @ 5:47am 
Of you've seen the ACE github, they're working on some interesting new overheating effects, including runaway gun iirc.
Blackburn Jan 19 @ 11:47am 
В моде Project Infinite - Inspect weapons - есть классная анимация осмотра оружия. Было бы клево если бы в твоем моде при открытии меню исправления клина - эта анимация бы проигрывалась.

https://steamcommunity.com/sharedfiles/filedetails/812441729
Buzzil  [author] Jan 19 @ 11:08am 
As far as i know - ACE overheat and jam checks surface type and stance, not sure about water. When ACE is running my mod also triggered on ACE's jam events.
Catastrophic failure is what i was planned to add (some demo https://www.youtube.com/watch?v=_Zd4yfcC2sY) , but some circumstances doesn't give me a time to mess with arma mods.

Not sure when i can make any updates =(
sethbarcello Jan 17 @ 7:36pm 
Buzzil, may I add you as a friend on here or some other social application to discuss something? Is it possible to add jam or catastrophic failure (kaboom) conditions based on player playing prone or swimming moving animations on dirt, mud, sand, and after being in water? These would simulate weapons suffering contamination induced jamming. It's possible to check surface and animation (and if that is too complicated at least stance) and also delete weapons and assign hit to hands (equivalent of kaboom). I've spent a few hours trying to do something similar to what you've already done and someone just mentioned this mod to me.
https://community.bistudio.com/wiki/surfaceType
https://community.bistudio.com/wiki/animationState
https://community.bistudio.com/wiki/stance
https://community.bistudio.com/wiki/setHit
Frosted Vert Nov 28, 2020 @ 12:35pm 
Thanks. This is a fantastic mod. Keep up the good work.

I do hope somebody comes up with suggested values for vanilla/RHS weapons. I don't trust myself enough to figure out how reliable they ought to be.
Buzzil  [author] Nov 28, 2020 @ 10:15am 
You can configure weapons (read this article https://github.com/10Dozen/dzn_EJAM/wiki/EJAM-Weapon-Configurator) and it will be saved in 'Weapon settings' cba setting as text line. You can copy that line and share with anyone. Same way you can insert setting value made by others to your game.

For M249 in short it will be -> open configurator -> search for M249 -> set overal jam chance a bit higher, Feed and Chamber failures to 50+% and others to 10% (sum of all failures may be >100%). Then press Save, press Copy and update other M249s in the list (double click on each item in the list). Then press Save again and you are done.
Frosted Vert Nov 25, 2020 @ 8:23am 
Is there a way to load configs made by others or yourself? I know there are some real gun nuts here and I couldn't tell you how reliable a certain weapons system or magazine is.

For example, I know M249s jam like hell when feed from STANAGs because I've done it, and I know what it's like to have a fucked up belt and have to clear a stoppage, but I don't know how to turn that into numbers, or how a fictional .338 MG would behave.
Buzzil  [author] Nov 25, 2020 @ 3:50am 
Only for MX as an example of setting. Check configurator (link in the description) to set up weapons in game or in scenario.
Frosted Vert Nov 24, 2020 @ 8:16pm 
Just wondering, are there presets for the Vanilla + DLC weapons? You know, MX reliability vs AKM, caseless weapons overheating more frequently etc. ?
Buzzil  [author] Nov 21, 2020 @ 1:43am 
Yup, should work fine with all content mods.