[Help] Weapon Jams
Posted: 2011-08-12 21:48
Now before someone locks this because it's a suggestion or a resuggestion or whatever let me say this: The original suggestion was turned down because it was hardcoded, and this is a simple alternative.
My current work on this consists of a teeny weeny bit of code added into the tweak file of an assault rifle. It's a mutated version of the overheat scripting, and in theory it's the only thing I know of that can stop a weapon from firing mid-mag in the refractor engine.
(Note: Filmed in vanilla because you can see the overheat indicator, just to see how long overheating/cooling takes)
In practice though, since it's non-dynamic you can only do so much with it, so this is what I have done: The weapons add 10% of the heat from a minimi, and it takes 10x longer to cool down afterwards. The video above is an example of this system, and as you can see it takes a lot of sustained fire to overheat the weapon, but takes a lot of time to cool down as well.
This will make players more hesitant to randomly spray and pray, which is common when players are handed an insurgent weapon. You'll also notice that the weapon completely fails when it's overheated.
M16 question regarding heat - AR15.Com Archive
According to this topic:
Just a bit more to keep the R-MODs at bay: This isn't in the suggestion forum because it's not a suggestion, but a request for information/inspiration. If the devs decide they like it then they can have it, but this topic is just here to ask for any more ideas on implementation
My current work on this consists of a teeny weeny bit of code added into the tweak file of an assault rifle. It's a mutated version of the overheat scripting, and in theory it's the only thing I know of that can stop a weapon from firing mid-mag in the refractor engine.
(Note: Filmed in vanilla because you can see the overheat indicator, just to see how long overheating/cooling takes)
In practice though, since it's non-dynamic you can only do so much with it, so this is what I have done: The weapons add 10% of the heat from a minimi, and it takes 10x longer to cool down afterwards. The video above is an example of this system, and as you can see it takes a lot of sustained fire to overheat the weapon, but takes a lot of time to cool down as well.
This will make players more hesitant to randomly spray and pray, which is common when players are handed an insurgent weapon. You'll also notice that the weapon completely fails when it's overheated.
M16 question regarding heat - AR15.Com Archive
According to this topic:
Now for gameplay purposes I don't think a rifle would last 500 rounds unless you were very patient, more like 300 I think, but obviously that would be extended in PR's gameplay, where firing is less regular. I have decided to make the weapon fail completely upon overheating because when a machinegun barrel overheats it can be changed, but AFAIK that's not possible on rifles. I'm not certain on this though as I've only ever stripped L85's.The Army tested an M-4 to barrel failure by firing repeated 30 round magazines as fast as they could be changed. The barrel droped and failed at less than 500 rounds.
Just a bit more to keep the R-MODs at bay: This isn't in the suggestion forum because it's not a suggestion, but a request for information/inspiration. If the devs decide they like it then they can have it, but this topic is just here to ask for any more ideas on implementation