Re: [Weapon/Gameplay] Weapon Jamming
Posted: 2009-09-04 00:35
No. No triggers for animation on overheat exist as far as I know.
Well mate that is the plan at the moment. People aren't going to support the decision thoughCroCop_PR wrote:how about going the way STALKER does...they dont have any unjam animations either but instead you have to reload your weapon as a way of unjamming. Basically making the damn bugger unable to cool off unless the weapon is reloaded (to simulate unjamming)
Btw i know this is more of a going back statement but Chechens actually did and still do maintain their weapons...XxX_HangMan_XxX wrote:Ok assuming that the Taliban, Insurgents and Chechens
HangMan
So far i havent found a way to randomize itAquaticPenguin wrote:Have you discovered if there's a way of randomising the jamming? or will it have to be similar to an overheat? It'll would be a nice addition either way. And it's also great you're taking the initiative and trying it yourself.
It's seems like the more we think something is hardcoded, the more people prove us wrong ^_^ *insert fastrop3s comment*![]()
Proof?? I'm sorry but its staying as it is. I think it is highly unlikely that the chechens can keep their weapons as clean as the russians potentially can. Reason is that the Russians are an actual army and they have armories etc to check their weapons into. To date i am not aware that chechens regularly have access to similar facilities.. If u have actual proof showing otherwise then please show meCroCop_PR wrote:Btw i know this is more of a going back statement but Chechens actually did and still do maintain their weapons...
Yes i am aware of this... Weapon jamming will help to prevent noobs from succeeding in CQB lolBrummy wrote:25 Shots on full auto is a jam..?![]()
Then you have to reload.
An AK mag is 30...
This just makes your mag a bit smaller, doesn't really add anything to gameplay at all.
This is more or less right what u said at the start. Because people don't fire on full auto always it will work out that the gun appears to jam randomly when it actually isn't...Dizakui wrote:Well, its not always going to take the same amount of time. If you hold the trigger down for 15+ shots just after reloading then yes, it will be all the time. But if you say, fire 4 rounds, wait a while, and then shoot. You might be able to fire 24 rounds, or more or less, depends how slowly the overheat thing goes down.
And theres always the whole thing with the number or rounds where is has to be tested and checked, if he puts it to more than the magazine then it's no use because the reload resets it, unless he made it so the reload diddn't but you could fire many more rounds.
Or atleast thats the idea I've got from it. And I will say I like the idea of jams, but I'm not too sure on the number of shots fired. But I'll see what it's like in a fight rather than a 'just firing to test it all' situation before putting anything saying it should be more shots.
edit: Mis-read what was said, sorry. And from the sound of it yeah, it will always be the same amount of bullets fired in full-auto that jams the gun.
AquaticPenguin wrote:Something you could do is make the jamming happen after 31 shots full auto, then the time the person would take to reload, and reacquire their target would add some 'random' to the mechanic. Properly balanced this could work quite well even without randomness.
Edit: Also I think it might occur a bit too often with those kinds of numbers. Make it take quite a while to build up ie. something like 45 for aks, maybe in the 60s for conventional armys. Jams aren't that frequent and in the time it takes for a jam to develop the player won't always be firing full auto which may help it feel less random.
For both of these, the system is quite complex and very hard to guess numbers for heat and cooldown, and then match it to the amount of rounds fired. It took me a long time to get a match with the 25 shots for the AK so we'll have to see if i can do a 31. But for now it stays at 25arjan wrote:why not 1 and a half mag full auto? sounds reasonable?
If it can't be random, this is a bad idea to have in game.Adriaan wrote:Yeah, can't it be a random value so that it doesn't jam at the same amount of bullets on full auto everytime?
Regarding the first question, it's not as simple as "which weapon jams more". Many factors will affect if and when a weapon jams, many of those factors have been mentioned by others. The same fact will apply to the second question.XxX_HangMan_XxX wrote:Ok so i've been working on this for a few weeks but only put around 3 hours into it. I have figured out that my system works but i need some input from the community...
Gun related questions:
- Which jams more; Ak74 or AK47?
- Should BLUFOR guns jam more regularly than OPFOR guns? vice versa?
- Should the jamming penalties differ for BLUFOR and OPFOR?
Please only answer the first query of mine if u actually have R/L experience.. It doesn't help if u just guess
Cheers,
HangMan
Quite true. If I understand what kind of cvars you're toying with hangman, that there are only 3 values that can be modified using the overheating system. To be frank, it's a nightmare of balancing so many variables that I would rather you not continue to endure much longer.I honestly don't know how you'd implement such a feature realistically and still keep it balanced.