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://steamhost.cn/steamcommunity_com/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
38 Comments
Reticuli 19 Jun @ 11:53am 
I'm curious which guns you choose to make outright more jam prone...
Reticuli 19 Jun @ 11:51am 
Ok. Well, I don't yet see the point of making all magazines on a given gun jam. The Kir, for instance, is meant to handle subs. This is really only useful for magazines based on size or ammo type for guns that have various mags & ammo, or maybe if someone's a sadist who also wants to use a tek-9 and simulate constant jamming or something. Otherwise, doesn't ACE overheating already give people enough control for overall jamming potential?

Hmm... Perhaps this mod could be used to fix guns that overheat too quickly and start jamming, by lowering ACE overheat parameters way down, putting those guns in the exceptions section (I presume there's one), assuming that section still works, and then cranking the mod up to boost everything else back up. The MCX Raptor with 8.6blk I finagled together and the Terminator plasma rifle from Max both come to mind as overheating way too fast... though I sort of like how that makes them a challenge. Might work, though.
F. Raven  [author] 19 Jun @ 11:29am 
I don't touch the magazine section. I set settings based on weapon using the EJAM Weapon Configurator.

I didnt make the original mod, I just applied tweaks to make it work better
Reticuli 19 Jun @ 7:53am 
I'm not on a server. This is just for my own single player use. Does what you just say below have any effect specifically on 7.62x51 subsonic and SD rounds, or is it just gun specific? I tried the magazine section, and it had no effect, but the stuff above it does appear to work. I presume you are now talking about the section below the magazine part. In the magazine spot where you suggest in the instructions to put subsonic mags to make them jam more or every shot so each must be cycled (like 308), it just lists the magazines with no additional numbers. That section seems to do nothing. I haven't even bothered with the gun-specific section.
F. Raven  [author] 18 Jun @ 5:05pm 
I don't know, Try setting it like this.
["rhs_weap_m4a1_blockII",1,1,1,3,100,1]

Which means 1% Overall jam chance, 1% feed failure, 1% Failure to chamber, 3% Dud round, 100% chance it will fail to extract, and 1% chance it'll fail to eject.

Just play with numbers man, I dont know your settings on your server.
Reticuli 16 Jun @ 9:09am 
So, what values for those 5 should I do so that 7.62x51 SD subsonics have to be manually cycled every shot, and where do I type that in? Presumably, this should have no effect on a bolt action.
F. Raven  [author] 14 Jun @ 5:12pm 
@Reticuli From my understanding, the way to do it is change the Subsonic ammunition penalty and then add your values. I think the Subsonic ammo penalty is just a general value that adds to the overall jam chance.
I.e.
["rhs_weap_m4a1_blockII",1,1,1,3,1,1]

First number is Jam Chance
2nd is Failure to feed
3rd is Failure to Chamber
4th is a Dud round
5th is Failure to extract
6th is Failure to eject
Reticuli 14 Jun @ 4:00pm 
Actually, this does work for overall jamming and doesn't need to override ACE overheating, but I still can't get the subsonic portion of this to work. "ACE_20Rnd_762x51_Mag_SD","ACE_10Rnd_762x51_Mag_SD"
And 100 in the added quantity does nothing.
Trish (vlup sceepy) 5 Apr @ 2:08pm 
@F.Raven Thank you, i think you're right. Im having some problems with my PC resolution, and may be that what is causing my problem

Thank for the reply
F. Raven  [author] 5 Apr @ 1:49pm 
@Trish (vlup sceepy)

So I just tested it, Make sure you dont tab through things, Its not closing for me when I hit enter, so it may be a skill issue :P