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

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dzn Extended Jamming

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

- 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

- 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.

- 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

10Dozen - scripting;
hyper's youtube channel ( - sound.

License: APL-SA

<EJAM Weapon Configurator> How To []
Settings overview []
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Captain Toof Jan 20 @ 3:00am 
Попадание по вашей винтовке - все, постреляли. Круто
Buzzil  [author] Jan 4 @ 3:49am 
>but after i respawned
Yup, looks like i forgot about persistence of EHs (and played mostly one life games so didn't noticed :D). Thx, will fix it once get some free time.
Buzzil  [author] Jan 4 @ 3:47am 
When ACE Overheat is active - `Override jam chance` works by next logic:
if setting is False - only ACE's jam event occurs (by overheat mainly);
if settins is True - both ACE and EJAM jam events occurs (by overheat and by random in range defined by `Overall jam chance`)

Maybe 'override' is not proper word, but from user perspective when setting is on - you can get jam event anytime (but chance is rising during intense firefight)

easy clap Jan 3 @ 11:08pm 
I configured the mod so that it does not override ace jamming logic. Would this mean that there is still an overall chance of the gun to jam(from extended jamming) alongside the probability of jamming from overheating?
battleshipfree Jan 1 @ 7:57am 
while testing on client side in an ACE server, the script didnt seem to override ace jamming correctly - everthing works fine at first, but after i respawned, my guns never jammed even theres all kinds of failure.
LAxemann Dec 23, 2019 @ 8:00am 
This only occurs when the mission is poorly scripted and overfloods the scheduler. Given that we know many missions tend to be this way, we exchanged the implementation internally already. Sadly, this posed new problems that we can't fix, so maybe in the near future, open bolt will have to be removed alltogether. :(
Isaacdevil Dec 21, 2019 @ 4:30pm 
@LAxemann, is there a way to either disable the open-bolt simulation or fix its huge delay? Usually when firing open-bolt guns on IFA3 mods, they take at least a few seconds to then fire which is very off.
Buzzil  [author] Dec 21, 2019 @ 7:31am 
> If your pistol ever jams, you cannot unjam it
> handguns going to jam in the future?
Sorry, pistols are the thing i didn't think off. I'll try to fix unjamming in few weeks, but very unlikely to add pistols to the unjam system in near future.
LAxemann Dec 21, 2019 @ 4:40am 
it's due to the way we handle our open-bolt simulation, we would have to fix this. Might look into it
LordBlueBaron22 Dec 19, 2019 @ 3:05am 
It was also an Iron Front weapon. The Ppsh-41 to be exacted. I also noticed it on the mp 40.