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Q1184

Jamming weapons

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Q11_Jams v0.4 Beta

Credits:

Q1184 - all the work

Mandoble - his wonderful "getpos" function

Inkompetent - MG magazines list

Those who post here - a lot of great ideas

This addon adds jamming probability to all BIS primary weapons. Jamming probability is determined by the parameter "Jam_probab" in the weapon config and may be set per each weapon. So far the values are just rough guesses, and one of the tasks of this beta is to come to an agreement (if it's at all possible) as to what values are the most functional.

On jamming player gets an action called "Immediate action". This is the first thing a soldier is trained to do in case of a stoppage, and it's basically just cocking the weapon to get rid of the problematic round/case. It uses default reload animation which is a bit slower than it would take to cock the weapon, but it's the only suitable animation i could think of. With the probability of 85 percent it will solve the problem, and you can continue shooting. If not, a more severe problem is simulated, and you will be given an action called "Remedial action" which is supposed to be removing the mag and checking out what's going on in the receiver. It also uses reload animation, which is much or less close to real thing. In 98 percent of the cases this will clean the problem and you can keep shooting. In 2% your weapon is considered badly jammed and not repairable in battlefield conditions. In this case you'll have to start looking for a dead body before you become one wink_o.gif

AI jams are also simulated, but they are much simplier. In case of jam the unit is forced to perform reload animation, and with a 90-98 percent probability (depends on the skill) he's good to go. In 2-10 percent of the cases his weapon becomes irrepairable. On jam the unit says a foul word smile_o.gif

Changes for v0.3 Beta:

- AI probability of jamming and probability of fixing the jam now depends on their skill. The values increase roughly twice on the minimal skill level.

- Fresh mags are not loaded anymore on performing immediate/remedial action. Instead, the number of rounds left in the magazine decreases by one to simulate extracting the jammed casing/round. MG's still load fresh mags because otherwise it would require creating about 400 new magazines in the config. If anyone wants to generate 199(M249) +99(PK)+99(M240) new magazines for me, go ahead wink_o.gif

- Introduced a multiplier for Jam_probab parameter (for testing and tweaking purposes). It can be found in the probabs.hpp file under "Rifle" entry, and is called Jam_multiplier. Currently jamming probability is calculated as Jam_probab*Jam_multiplier. So if you want all weapons to jam 10 times as often, set it to 10 and so on.

- Immediate/remedial actions now don't appear in the middle of the screen, you have to select them in the actions menu.

- Changed jamming and fixing probabilities, still rough estimates though.

Changes for v0.4 Beta:

- Mg's now keep the ammo count on unjamming. Thanks Inkompetent for generating those huge lists for the config.

- Modified Getpos function to allow for correct animations when the player is above the ground (buildings, roofs)

- Other small bug fixes (optics on GL M4 and M16's, wrong mags for G36 etc) and tweaks.

NWD Ballistics mod is supported (there are different names of ammo there which is important for correct mag selecting).

There could be tiny little issues when you use mixed mags for one weapon (like stanag and stanagSD). If you jammed with one mag, fixed the jam and without emtying it loaded a mag of another type, on next jam the mag that was used on the first jam will be inserted. But you won't notice anything unless you set high jamming probabilities and intentionally cause this to happen smile_o.gif

Also highly recommended to use this mod together with TrueUI mod that disables ammo counter completely. That way jams will really cause you to say what AI's are currently saying when they jam wink_o.gif

-Issues

There is still a strange issue if used together with GMJ_Sightadjustment mod. Somehow GMJ mod overrides CfgSounds of my config with his CfgSounds, thus creating an error "Sound not found". Until i find a solution, i included a "fixed" version of GMJ mod, where I removed the click sound. (Won't affect gameplay anyway). It is compatible with my mod.

- Editing jamming probabilities:

UnPbo the addon and open "probabs.hpp". Find the weapon you want and edit the "Jam_prob" parameter. To change all probabilitiea at once edit the "Jam_multiplier" entry.  

Note: This addon requires extended init and fired eventhandlers to work. The files are included in the package.

Download Q11_Jams v0.4 Beta

Constuctive criticism and suggestions are still welcome.

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Does the jam-fixing-reload animation take into account the unit's position (e.g. kneeling, standing, etc)?

Just wondering if that's what you were using Mandoble's script for, cause it'd be a pain in the arse having a unit told to stay prone jumping to his feet just to clear a stoppage.

Good work, btw, I was waiting for something along these lines to come out. Hopefully the jams don't occur too often (I'll test it shortly, once I'm done studying).

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Does the jam-fixing-reload animation take into account the unit's position (e.g. kneeling, standing, etc)?

That's exactly what Mando's function is used for.

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sounds funny

does it work with custom weapons too or only with BIS weapons ?

Nah, only BIS weapons so far tounge2.gif  To include custom weapons one should add their configs and names to a couple of places, namely in 2 config subfiles and 3 arrays in the Init script nener.gif

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So, US weapons jam more often or all weapons have a equal randomness to it?

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Well, since we can't fix animations I guess it'd probably not be worth implementing, but I know that the Swedish ranger teams practice to field-strip their weapons even during combat doing bounding overwatch.

For the riflemen it ain't much of a pain since an Ak 5 (A modded, FN FNC 90) isn't that hard to disassemble and put together again. The automatic riflemen and machinegunners though... Try keeping up during bounding overwatch with dozens of small pieces stripped from your MG :P

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So, US weapons jam more often or all weapons have a equal randomness to it?

Aren't the AKs quite prone to malfunction too, just that all you need to do is mantle movement and they are shootable again in most cases, while US weapons with more precise parts are more of a pain to get working again?

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I like the idea of this addon, but how will you/we find out good realistic numbers for jamming-probability? Its ofcourse dependent on the weapon, but mostly on maintenance. And that again is dependent on climate, temp and environment.

Maybe I'm just taking this to far..? But I guess there can be some dicussion on this  wink_o.gif

Regarding AK-jamming: I can only speak from my experience with the finnish "ak-variants" (rk62 and rk95). In one year I never had a malfunction with real ammunition, and I used the weapon quite alot. There was a few (3 if I remember correctly) that had problems and then the weapon needed repairs.

If someone had jamming-problems it was due to bad maintenance (really dirty and rusty!!, no fieldstrip for about a week) or when it was really cold, and it was solved with a quick mantle movement.

I have experienced that AR15 and similar systems are more sensitive, but I havent used them so much so I can have any real input..

edit: and ofcourse the ammunition are a big factor when it comes to malfunction. I have been told that finnish ammo are quite good.

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Constuctive criticism and suggestions are welcome.

icon_rolleyes.gif

Lol, i hope you don't feel offended  biggrin_o.gif  Just a remark that was left from testing, will change it to something else in the future.

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Lol, i hope you don't feel offended  biggrin_o.gif  Just a remark that was left from testing, will change it to something else in the future.

No problem. wink_o.gif

Nice work, thank you.

MfG Lee

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Quote[/b] ]Constuctive criticism and suggestions are welcome.

I'm no scripter but would it be possible to set the probability of a jam to the skill level of a unit? For example a unit with a very low skill level would be more likely to have his weapon jam because they may be inexperienced, lack of maintenance etc. while a high skilled unit would have less chance of a jam.

I don't know if this would be the right way to go. Just putting my idea out there.

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I'm no scripter but would it be possible to set the probability of a jam to the skill level of a unit? For example a unit with a very low skill level would be more likely to have his weapon jam because they may be inexperienced, lack of maintenance etc. while a high skilled unit would have less chance of a jam.

I don't know if this would be the right way to go. Just putting my idea out there.

Good idea, and it is possible to implement the AI skill modifier for jam probability. I'll probably also make the probability of fixing the jam dependent on AI skill. Thanks for the suggestion.

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when u say ak's its hard to say the jam amount ak 47's jam only when so rusted that parts rust together and even then just kick the parts loose and ur good to go or a simple dead or stuck round the 74 is much more realiable than the m16 (ESPECIALLY A2) but no where near the 47. the m4 and m16a4 are far more reliable than the a2 incase u need to change those values newer ak's are getting near that 47 reliablitity the g36 is also a very reliable weapon. also i wonder if mission makers could make different part missions where the day goes on for a long time where the values for chances of jamming increase as the day goes on. wonder if it isnt possible to make jamming chances based on number of shots during game? summary is m16's are the only stock weapons that are likely to jam, maybe some dud rockets would be kool 2

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Sounds like a good idea just hope the guns dont jam to much. They really dont jam that often unless you dont clean them or use reloads wink_o.gif

lol remember how well the ak worked out for the bank robber NhshootoutNshot.jpg One of them went to his side arm after his AK had a jam  rofl.gif

North Hollywood shootout

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Sounds like a good idea just hope the guns dont jam to much. They really dont jam that often unless you dont clean them or use reloads wink_o.gif

lol remember how well the ak worked out for the bank robber  One of them went to his side arm after his AK had a jam  rofl.gif

North Hollywood shootout

Thanks Q1184. Looking forward to see it in action.

@R71

According to History Channel's 'Shootout' that jam was caused by a casing not ejecting properly. All he would have needed to do was just hit the casing out with his hand and job done. Don't mock the rifle for the users lack of knowledge on how to operate it. Could be a different incident though.

Remember 'a bad worker always blames his tools.'

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very true shell casings get caught in all types of guns unless they are caseless or rockets lol and very very easy to fix. ive not seen, or met a person who as encountered, an ak-47 jam that wasn't fixable on the field short of complete destruction of the weapon. somewhere out there is a video of one getting run over by a tank and used just after

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I wonder if RPG failure to detonate on impact could be simulated too. I heard that it happens quite often.

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I wonder if RPG failure to detonate on impact could be simulated too. I heard that it happens quite often.

Sure it's possible. I'm doing it for 40mm grenades in my little explosives mod (not released yet). Maybe i'll include RPG's too. But it implies "createVehicle" command which doesn't give you a credit for the kill, so it's not going to be liked by public servers (both because casual players like to get points for their kills and because teamkillers can use it to spoil everyone's fun). In serious communities it could find its place though.

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