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Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-08-28 02:22
by HangMan_
'[R-CON wrote:ReadMenace;1122630']So your idea is based on the overheating function.
Does each shot contribute a small random amount to the 'jam' meter?
- or is it a linear pattern?
Is the jam meter reset every time you reload?
-REad
Currently it is a linear pattern. For the AK i've made it so that if u fire around 25 shots Full auto u get a jam. Im inquiring into making it a random amount though, that would make it better i think.
The jam meter works the same way as the overheat meter. I will make the jam build up, clear time short enough so it works out with it starting u off fresh every mag. I'm still not sure if that is the best way to do it though. Having it carry through could work out better... We'll have to wait and see
HangMan
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-08-28 02:37
by Tonnie
jaming depends alot on if the weapon is clean and well maintained, so in effect bluefor weapons would not jam as much as OPFOR in general. Tho that being said every weapon is diffrent, from my expirence on the F88 Styer, M4, AK47 I can say that the AK47 was pretty **** and jams more then ppl might think, Main reason tho that the ones i tried of the AK47 were Taliban rifles so they wernt the most well cleaned and maintianed weapons.The F88 Ausstyers and M4's were round about the same tho i found the M4 jammed a few more times then the styers due to carbon build up. Hope it helps a little i guess
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-08-28 05:36
by Ccharge
holy **** this man is a genious. I hope to see this on PR. Unfortunatly this will leave a nice little mark in my current system of cqb fighting (spray and pray most the time

)
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-08-30 03:15
by HangMan_
Ok assuming that the Taliban, Insurgents and Chechens don't maintain their weapons too well i have set it so that the heat added per shot is 0.041 with a cool down of 0.9 per second. This works out so that the weapon jams when u fire 25 shots at full auto. Keeping the system really basic means that this is not very accurate but still an improvement.
Edit: Personally i don't like the Ak 74 due to its sights but to make it a more appealing weapon i am going to make it jam "less" (depends on how often the user operates it on Full Auto). This will give it something over the AK.. Even though i'm fairly sure they are exactly the same operating system

Can someone clarify this for me? Confirm it?
HangMan
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 10:23
by HangMan_
Update:
AR-15 series have been done. They jam less frequently than the AK series and have a slower unjam time (due to being trainned in clearing jams). I am currently looking into whether it is possible to trigger an animation when the overheat (jam) occurs.
Next up is the G3 series which im not sure about how to balance with AR-15's so i will need to do some research.
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 10:31
by DankE_SPB
XxX_HangMan_XxX wrote:Update:
AR-15 series have been done. They jam less frequently than the AK series and have a slower unjam time (due to being trainned in clearing jams).
all AKs or only insurgent?
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 10:34
by HangMan_
DankE_SPB wrote:all AKs or only insurgent?
Taliban, Chechen and Insurgent all jam more than the Russians. I assume that russians treat their weapons just like other BLUFORS.
I am yet to implement this though as i am currently working on making all guns of certain groups jam before i start working on the individuals.
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 10:55
by arjan
movie!

Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 13:00
by gazzthompson
XxX_HangMan_XxX wrote:Update:
AR-15 series have been done. They jam less frequently than the AK series and have a slower unjam time (due to being trainned in clearing jams). I am currently looking into whether it is possible to trigger an animation when the overheat (jam) occurs.
Next up is the G3 series which im not sure about how to balance with AR-15's so i will need to do some research.
Ak's jam more than AR series ? since when?
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 13:35
by General Dragosh
I think its very hard to think that an AK can ACTUALLY JAM lol
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 14:15
by arjan
BTW, im pretty sure you can trow an ak full of sand, drive it over with a tank, dump it in water (then make it dry) and it still works, i think i saw it somewhere.
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 14:34
by BroCop
It got driven by a truck not a tank
there is a reason why people say that the pros of old AK's is reliabity. I mean a Soviet soldier once found a AK in mud and he just picked it up and fired a round only to see the mud getting out of the barrel and gun functioning as if it never seen any dirt
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 14:47
by arjan
it defintly was a tank

it had tracks and a turret thats what i remember xD
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-02 20:52
by HangMan_
Ok i am going to answer all of the queries regarding the Ak series at once...
It jams more often in my system for a number of reasons:
A) Insurgents do not use high grade ammo
B) Insurgents do not have access to the same type of weapon cleaning facilities that the BLUFOR's do
C) Jam time is longer on AK for insurgents because they are not trainned to clear jams as well as the BLUFOR troops.
Regardless of what people argue this is how my system operates i am sorry. If when it is finished, the DEV's may wish to alter it and that is up to them but for now it stays as it is.
HangMan
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-03 20:58
by Warpig-
arjan wrote:BTW, im pretty sure you can trow an ak full of sand, drive it over with a tank, dump it in water (then make it dry) and it still works, i think i saw it somewhere.
Of course they jam. They're a buttload more robust than our weapons, but that doesn't mean you can plunge the barrel in mud and not expect a jam or catastrophic failure. They'de more likely than not be more hard worn, rusty and dirty than NATO battle rifles.
Mechanically they're just less likely to jam because of a more simplistic design. But it all comes down to the human factor, training, ammunition, cleanlyness, condition of moving parts etc etc
Have you got a vid up yet hangman?
Personally I don't know if I like the idea of a forced time on the jam. I like being able to push a button like in AA to fix the jam. But I'd have to see it and try it in game first before I dismissed it. It could work well
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-03 21:15
by arjan
Warpig- wrote:Of course they jam. They're a buttload more robust than our weapons, but that doesn't mean you can plunge the barrel in mud and not expect a jam or catastrophic failure. They'de more likely than not be more hard worn, rusty and dirty than NATO battle rifles. Mechanically they're just less likely to jam because of a more simplistic design. But it all comes down to the human factor, training, ammunition, cleanlyness, condition of moving parts etc etc
Have you got a vid up yet hangman?
Personally I don't know if I like the idea of a forced time on the jam. I like being able to push a button like in AA to fix the jam. But I'd have to see it and try it in game first before I dismissed it. It could work well
I havent said a gun cant jame

I said the chances arent great compared to a m16 compared to AK47 i think
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-03 21:16
by Irish Freedom
arjan wrote:I havent said a gun cant jame

I said the chances arent great compared to a m16 compared to AK47 i think
Yes that's true. But your evaluation of the AK's capability was a little much, no? Being run over with a TANk????
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-03 23:10
by Wh33lman
(not really interestered in readng all 4 pages, so theres are my thoughts on the subject)
For the "Randomized" heat that each bullet throws off, are the tracer rounds in any way different from the regular rounds in-game? if so, you could maybe assign extra "heat" to each one.
I rarely have the chance reload my weapons at all before i die, so reloading to clear a jam wouldnt be that big a deal. I'm pretty careful with my ammo and usually only shoot at what i think i can hit.
As for the frequency of jamming, i use a well worn Browning Gold Hunter for sporting clays, and it does not like to fire when its dirty. I have to clean it after every outing or i get stove-pipes, and occasionally just a click and nothing more. I used to use a Charles Daily, and would put 1000 rounds throught it before i even thought t clean it. perhaps thats why it went full-auto on me. lol
Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-03 23:30
by HangMan_
Warpig- wrote:Have you got a vid up yet hangman?
Not yet. In all honesty its not a high priority thing as there is piss all to see. I intend to talk to someone who knows animations about whether it is possible to trigger a set of animations when the overheat occurs. If that turns out successful then it will be worthy of a video. Once the G3 series is done i will post a video just showing a comparison of the 3 sets of weapons i have done so far..
HangMan