This has been bounced around the suggestion forums for quite some time so i thought i'd give it a go...
Recently i brought out the post from 2005 about Weapon jamming and was encouraged, through much ridicule to post the work i have been doing.
I wanted to bring weapon jamming to PR for a long time and its taken me a while to figure this out... Even though its incredibly simple. If it has been done or is being done then please let me knw.
By using the overheat system that is already used by BF2 i am reworking it to be a jam system. Due to engine limitations there will be no way to clear a jam (except reloading), u will just be set back a certain amount of time.
This won't be an overly large addition to PR seeing as people rarely fire enough rounds in a short period of time for a jam to occur if it was RL. So the only people who may suffer from this are the noobs who love to fire Full Auto.
Currently i need a new sound for the jam, at the moment it is the overheat noiseThis would make it far better. I am still figuring out how to get the sound to trigger but thats not important yet..
You may be wondering the point of all this seeing as it doesnt add much to the game...
By adding this there will be a bigger difference between the Russian faction and the Chechens (One factions guns will jam quicker because of poor care etc)
Insurgents guns will jam more frequently than USMC/USA/GB guns.
I think this will add a more realistic feature to PR.
Some may think its unfair for me to make the OPFOR guns jam and claim that they keep them as well cleaned as the BLUFOR would. I am suggesting that the OPFOR would have a much harder time keeping their weapons clean (ins and taliban especially) seeing as they don't have the trainning or an armoury to check the gun into for a service.
I will post a video of my progress one i figure out how too
HangMan
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
29/09/09 Update:Update as of 16/09/09...
Weapon jamming has been applied to all primary weapon systems. All weapons use the same system. As of now the system needs to be tested in game to see if it works, or is bias in any way. Then it can be further tweaked.
Edited on request: Jam system uses the overheat system.. it works with weapons adding a heat value of 0.041 per shot with a cooldown of 0.9 per second. Penalty at the moment is 3.5 seconds. This leads to weapons jamming after u shoot off a large percentage of a 30 shot mag at full auto. It does appear to be random if u don't fire in a regular pattern.
HangMan
Still working on a video for this. I've been pretty tied down with prior commitments (Getting the NZDF faction up and going). I pretty much finished the first stage of the system now, it still works off the overheat system. Because i'm hopeless and haven't posted a video yet i'm posting the heat values, cooldown, and penalty times so that people with the editor can check it out.
Weapons have been grouped together. Each group has its own set of values. The reason there is not just one universal set of values is due to things like fire rate and magazine size.
The 3 values below each title represent these things:
- Heat Add Per Shot
- Cooldown Per Second
- Overheat Penalty
DMR: Less than 30 shots
0.315
0.8
3.5
Sniper: Less than 15 shots
0.8
0.35
3.5
Rifles/SMG's: +20 Shots
0.041
0.9
3.5
Pistols: Less than 15 shots
0.2
0.8
2
Enfield Iron:
0.67
0.32
3.5
HangMan








