Arma 3
DZN Extended Jamming [Raven Fix]
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
Trish (vlup sceepy) 5 Apr @ 6:19am 
@F.Raven Good day! Thanks for replaying. After what you told me, i have done some testing to see if i was mistaken. After going to the menu, when hovering the cursor in the search bar, it appears a text saying to use the keys "Enter" or "NumpadEnter" to start the search, but i ignore it and decided to just put the name of the weapon i wanted to configure, but nothing happens. But when i hit the "Enter" key, for a brief moment i see all the guns that fits in the search criteria, but has i stated in my last message, it just closes.

I hope is not a inconvenient for you to respond my messages, as it is probably a error on my end, or an error in my intellect that's causing my problem.

Thanks
F. Raven  [author] 4 Apr @ 2:06pm 
@Trish (vlup sceepy) iirc you shouldn't have to hit enter, just type in (m249) and it should pop up for instance
Trish (vlup sceepy) 3 Apr @ 2:07am 
Hey! I have run into a bit of a problem with the dzn_EJAM_configure menu, it has a search bar to search for the weapon you want to configure, but every time i hit the key "Enter" or the key "NumpadEnter" it closes, even when not searching it closes. Rendering the menu unusable. I wanted to tweak the jam chance in specific weapons like Machine Guns, because using the global jam chance variant, make a lot of guns jam way often.

Thanks.
Reticuli 15 Dec, 2024 @ 2:44pm 
I added the M14 SD mags, and it still didn't work even with very high values. Probably requires the latest versions of Arma 3.
F. Raven  [author] 15 Dec, 2024 @ 1:45pm 
@Reticuli
It still works for me and my community. There's no compatibility needed with other mods. You have to manually input the class names of subsonic mags in order for them to be affected, Thats just how the mod works.

You have the overall jam chance, then the different types of malfunctions. Play with the values it does work.
Reticuli 15 Dec, 2024 @ 1:14pm 
So we have to manually add high capacity magazines to the subsonic magazines section to add penalties? The only subsonic mags I even see listed are RHS and CUP, not even the ACE or NIARMS M14 mags.
Doesn't seem to work with 2.08, anyway. Oh well.
F. Raven  [author] 26 Apr, 2024 @ 6:00am 
some errors pop up but it doesn't effect the use of the mod.
Azraeelian Angel 26 Apr, 2024 @ 5:54am 
will try
F. Raven  [author] 26 Apr, 2024 @ 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.
Azraeelian Angel 26 Apr, 2024 @ 12:50am 
@F. Raven, It's definitely broken. Line 16 in fnc_processMappingData - Type Hashmap, Expected Namespace etc
F. Raven  [author] 10 Feb, 2024 @ 7:52am 
@Play3r I have 0 clue. Works fine for me boss.
Play3r 10 Feb, 2024 @ 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, 2024 @ 1:40pm 
@S. Jorgensen ok when im free i can do it.
S. Jorgensen 1 Feb, 2024 @ 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, 2024 @ 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, 2024 @ 6:49pm 
Can you provide a .bikey with this mod for multiplayer signing?
S. Jorgensen 31 Jan, 2024 @ 6:47pm 
Hey im trying to set up a server and need the Bikey but this mod dont have one, can you give it to me?
F. Raven  [author] 11 Jan, 2024 @ 1:46pm 
@JODY-13F Its stand alone. This is a fix for the original mod which caused it to not work properly with Ace.
HITMAN-13F 11 Jan, 2024 @ 6:51am 
does this mod need to be used in conjunction with original mod or is it stand alone
F. Raven  [author] 9 Apr, 2023 @ 9:57pm 
@Lowlandnutria92 if you go to the Github Configurator link. You can set up weapon Specific jam values. I recommend keeping it less than 5% because with the M249 for example, its basically each round has a (insert amount of jam chance).
Lowlandnutria92 9 Apr, 2023 @ 9:45pm 
is it possible you can add magazine specific jams like an M249 using a Stan mag or an AK-74 using an RPK mag?
Buzzil 5 Mar, 2023 @ 1:24am 
Good job! :D
F. Raven  [author] 8 Feb, 2023 @ 7:53am 
@STyx2909

May be a conflicting mod, because none of the 40 people in my community have any issues with it.
And you're the first saying there's issues.
STyx2909 8 Feb, 2023 @ 4:22am 
I always have script warnings with this one.
nanner 20 Jan, 2023 @ 3:33pm 
Thank you!
F. Raven  [author] 19 Jan, 2023 @ 4:17am 
@Red Dog.

Dunno Don't use ACRE2.
But if it did anything similar to TFAR where it wouldn't "see you" in game even though you are, yes that should correct it. in theory
Red Dog 19 Jan, 2023 @ 3:30am 
Does this fix the conflict with ACRE2 as well?
The Tear Collector 18 Jan, 2023 @ 12:19pm 
totally unbiased opinion: This is the best mod on the workshop.
Totally worth the download
Totally worth joining 77th CAB
Do it.