Arma 3
180 ratings
dzn Extended Jamming
 
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Data Type: Mod
Mod Type: Equipment, Mechanics
File Size
Posted
Updated
0.257 MB
May 6, 2018 @ 2:13am
Sep 5, 2018 @ 11:26am
8 Change Notes ( view )

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dzn Extended Jamming

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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

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.

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 {LINK REMOVED} - sound.

License: APL-SA

Links:
<EJAM Weapon Configurator> How To [github.com]
Settings overview [github.com]
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167 Comments
NordHard Jul 15 @ 1:19pm 
@Buzzil
I guess it was REALLY bad luck,M1911 (RHS) jammed on 2nd magazine and I got murdered (felt like it was bullet case or something). Anyway, thank you for response :)
Buzzil  [author] Jul 15 @ 10:36am 
>jams (pistol)
wow, hope it was Micro Uzi or you managed to jam some semi-auto pistol? :D

>Am I doing something wrong?
Nothing wrong from your side, i just didn't think of handgun jamming. Guess you need to disable `Unjam via EJAM only` to be able to unjam pistols (or what exactly you have in handgun slot).
NordHard Jul 15 @ 8:49am 
@Buzzil

Got a problem: if your secondary weapon jams (pistol), it`s impossible to unjam it wia "Inspect Weapon" nor ACE unjamming. Am I doing something wrong?
Buzzil  [author] Jul 9 @ 7:16am 
@Antiqus
I've tested now with CBA+CUP+RHS - all works fine.

Try to disable "Dual Arma- Two Primary weapons" first and then re-check (you can set jam chance for tests in addon settings). If still reproduced - disable all mods except cba/cup/rhs and start to add them one by one adn check behavior.
Buzzil  [author] Jul 9 @ 6:33am 
>I can give you my mod list if you want if that will help figure the problem out
It would be nice.
Buzzil  [author] Jul 9 @ 1:47am 
Yes, even with WH40K and SW mods
Buzzil  [author] Apr 22 @ 2:29pm 
@Irving Mainway
>non-stop since release I have to say I'm really happy with it so far
Nice to hear! :D

>to be getting more malfunctions than I would think I otherwise should
Guess it is because when ACE Overheating is running there are 2 jam checks - one from ACE (vs chance which depends on temperature and how dusty is ground under the weapon) and one from EJAM (vs static chance). So when gun is cool - ACE chance is pretty low and you face mainly EJAM malfunctions. But when gun is overheated - you start to meet both.
Maybe it is possible to make some system to take into account heat, but i am too lazy for it :D Let's consider EJAM chance as problematic ammunition/lack of maintance/mud/misfortune. You can also set up specific settings for LMGs via configurator, to remove EJAM chance completely (or make it 0.01).
Irving Mainway Apr 22 @ 1:57pm 
After using this non-stop since release I have to say I'm really happy with it so far. It really adds a whole other dimension to a firefight especially if it puts your LMG out of business. I do have a question with something though. Even after toning down some of the numbers quite low % wise I still seem to be getting more malfunctions than I would think I otherwise should (MTBF of around 200-300 rounds on like 0.05%) and it seems to be related to some type of temperature ramping threshold (should add that this is also with the ACE temperature simulation running). Basically as a gun heats up it will usually jam "incrementally", so like once at two bars, once at three, once at four and so on, vs running until it gets extremely hot and then jamming on almost every other round until it cools down.I suppose a likely solution could be just turning the ACE barrel temperature off but I really like having that around to keep the mag-dumps to a minimum.
riotgrrl_adria Apr 5 @ 9:10pm 
Oh shit. I thought that was only to the settings rather than to the mod itself.
Buzzil  [author] Apr 4 @ 1:41am 
@riotgrrl_adria
Have no idea. Did you check mod's description? xDDD
http://puu.sh/D9RKe/6a23643308.png