Baphomet 0 Posted February 14, 2004 I know there was one gulf war mod that was going to attempt this.. I'm not sure if it was OPGWC or not. Still. Has any scripter made an attempt at making a rudimentary standalone gun jam simulation? I'm just curious. I'd really like adding something like that to a mission. Share this post Link to post Share on other sites
mr burns 133 Posted February 14, 2004 you might give JAM a try j/k, i don´t think it´s being done yet. btw: wrong forum Share this post Link to post Share on other sites
tankieboy 0 Posted February 14, 2004 Come on over to PUKF Share this post Link to post Share on other sites
Baphomet 0 Posted February 14, 2004 Hm. Well that thread has some bloke asking the same question as me. Along with a lot of talk of the perils of left-handed SA-80 use, and a bunch of quotes. =P Anyhow. This is general discussion. If I read the description of the mission and scripting forum title... it's: "for discussion of the technical aspects of mission editing and scripting" ... well. I don't know how to script really, I do some modifications here and there but nothing entirely on my own. So I'm not really discussing the technical aspects, I'm just asking if anyone's made one. Secondly. I'm not posting it in addon discussion because to be quite honest. I don't want an addon that has gun jamming. I'd preferably just have a set of scripts that let me define which weapons jam. Unfortunately the last thing I'd want to do is download an entire mod to reap the benefits of one little script. I don't want no stinkin' mods. I don't need no stinkin' mods. I pick and choose as I wish. Â Share this post Link to post Share on other sites
Harkonin 0 Posted February 14, 2004 Call with {_x addEventHandler ["fired",{_this exec "unitscripts\loadouts\gunjam.sqs"}]} Foreach Units groupname; or this addEventHandler ["fired",{_this exec "unitscripts\loadouts\gunjam.sqs; Gunjam.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(_this select 0)!= player:exit ?(_this select 3=="FullAuto")||(_this select 3 == "Burst")||(_this select 3 == "Single"):goto "Jam" exit #Jam _x = random 200 ? (_x <= 4):goto "Jam2" Exit #Jam2 player playmove "CombatReloadMortarEnd" ?(LOCAL PLAYER):hint "Gun Jammed.\nCleaning......." exit Share this post Link to post Share on other sites
void_false 1 Posted February 14, 2004 Harkonin Very nice and simple script indeed! did you think about other animations? Share this post Link to post Share on other sites
Placebo 29 Posted February 14, 2004 Moving to ME&S. Share this post Link to post Share on other sites
BraTTy 0 Posted February 14, 2004 Nice work Harkonin, now somebody has ! Share this post Link to post Share on other sites
Baphomet 0 Posted February 15, 2004 Very cool. A small clean script. It looks dead easy to implement. That's about perfect I'd say. I personally -like- the fact that this script makes use of stock ofp resources. I'm certain it could be further refined to be used with some better anims, but this is just great for me. I don't need it to be fancy. It works. It gets the point across that you're clearing a jam well enough for my liking. I might try to add some of my own stuff to it to make it play a random sound of a guy cursing while he clears the jam. Just for the heck of it. This'll be fun to test. Much thanks Harkonin. Share this post Link to post Share on other sites
bmgarcangel 0 Posted February 15, 2004 Hey! Can you possibly provide a picture before I download it picture would be nice please Share this post Link to post Share on other sites
Baphomet 0 Posted February 15, 2004 If you look at the script it basically gets the soldier to play the rifle mortar attaching animation to represent clearing a jam. So if you've attached a rifle mortar to your m16, that's pretty much what you're looking at for the jam. Share this post Link to post Share on other sites
void_false 1 Posted February 15, 2004 Also so sound should be included. It will be fun if solder swears while cleaning the gun Share this post Link to post Share on other sites
bmgarcangel 0 Posted February 15, 2004 i've heard that the way soldiers do it when they jam a gun, take the mag out, get a few rounds out of it, and load it manually and take the dumb ass one out and put it back in betters Share this post Link to post Share on other sites
Baphomet 0 Posted February 15, 2004 I'd be doing a lot of swearing if my gun jammed in the middle of a firefight. Â It'd just be funny to hear some guy over a hill shooting down on you and then hear distant cussing as he clears his jam. Ah, time for a hand grenade. When I get around to fiddling with this I'll post what I've done maybe. I've been busy with work however. Share this post Link to post Share on other sites
walker 0 Posted February 15, 2004 Hi Folks Might it not be better to set the ammo to zero then the player does reload of the mag? This would mean the player has that wonderful click click "bo**ocks!" experience rather than an automated one and the player has to do the reload. I wonder if this could be incorporated into the JAM as CPP as a function and take Jamming as a variable from the specific gun thus alowing still more accurate representation of the weapons as per there Jamming rate in tests. Also if handgun swap was hot keyed. Your normal option of switching to handgun in this situation could apply. On a side note an SA 80 with caseless ammo and top bolt would be an obvious possible improvement. With no cartridge case there is no worry as to ejecting them. Kind Regards Walker Share this post Link to post Share on other sites
MrZig 0 Posted February 15, 2004 Updated the script! It works for anyone, AI, players ect <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;;----------------------------------------------------- ;;{_x addeventhandler ["fired", {_this exec "jam.sqs"}]} Foreach Units groupname ;;or ;;this addeventhandler ["fired", {_this exec "jam.sqs"}] ;;Gunjam.sqs ;;----------------------------------------------------- _unit = _this select 0 ?(_this select 3=="FullAuto")||(_this select 3 == "Burst")||(_this select 3 == "Single"):goto "Jam" exit #Jam _x = random 320 ? (_x <= 1):goto "Jam2" Exit #Jam2 _unit playmove "CombatReloadMagazine" _unit groupchat "Gah, my gun is jammed!" exit Share this post Link to post Share on other sites
Baphomet 0 Posted February 16, 2004 Would that mean you'd lose a magazine entirely? Â Hm. It'd be cool to have the stoppage simulated even more by attempting to fire your gun only to have it reply with a "click". However losing an entire magazine in certain circumstances might mean the difference between life and death. Nice Mr. Zig. It's great to see such a range of interest and contributions on this topic. Anyhow. How would you go about implementing this as an addon specific eventhandler? Share this post Link to post Share on other sites
HuNtA 0 Posted February 16, 2004 well, U use the weapon command. But then the script would be miles long cuz it would have to check for almost every gun in the game Share this post Link to post Share on other sites
MrZig 0 Posted February 16, 2004 Or even better, create a trigger and have it as big as you want anyone to have a jam, and in it's activation put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">thislist exec"init_event.sqs" then init_event.sqs should look like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_list = _this _count = count _list _i=0 #loop (_list select _i) addEventHandler ["fired",{_this exec "Jam.sqs"}] _i = _i + 1 ?(_i < _count ):goto"loop" Share this post Link to post Share on other sites
Baphomet 0 Posted February 20, 2004 Ok. I've tried to add a method that bremmer's geiger counter uses for randomizing little click sounds, so that I have random cursing when the gun jams. I placed: _cussing = ["cuss1","cuss1","cuss2","cuss2","cuss3" ,"cuss3","cuss4","cuss4","cuss5","cuss5" ,"cuss6","cuss6"] at the top of Jam.sqs just below: _unit = _this select 0 Then during the #Jam2 routine I put this: _unit say (_clicks select _random) However it gives me some odd error when I start up ofp and it doesn't work. Is there something wrong with the syntax or am I placing something in the wrong area? Any help would be appreciated. BTW: Yes. I did declare all the sounds in the description.ext. I'm not sure if I did it right but I'm pretty sure. Since another sound I used to play for the clearing of the jam works just fine. Share this post Link to post Share on other sites
Harkonin 0 Posted February 20, 2004 #Jam2 player say "soundname" player playmove "CombatReloadMortarEnd" ?(LOCAL PLAYER):hint "Gun Jammed.\nCleaning......." exit Share this post Link to post Share on other sites
MrZig 0 Posted February 20, 2004 Harkonin, that only works with PLAYERS, not AI, and it's really great to see AI have a jam :P Use ma edited version, it works with AI and players. Share this post Link to post Share on other sites
Harkonin 0 Posted February 20, 2004 Somewhat pointless for AI. The sound that is. Share this post Link to post Share on other sites
MrZig 0 Posted February 20, 2004 Not completley, and you have to have them play the animation, and if they are in your group, sidechat. Share this post Link to post Share on other sites