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---
layout: wiki
title: Overheating Framework
description: Explains how to set-up weapon overheating with ACE3 overheating system.
group: framework
order: 5
parent: wiki
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mod: ace
version:
major: 3
minor: 0
patch: 0
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---
## 1. Config Values
### 1.1 Barrel Switching
```cpp
class CfgWeapons {
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class Rifle_Long_Base_F ;
class MyMG : Rifle_Long_Base_F {
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ace_overheating_mrbs = 3000; //Mean Rounds Between Stoppages (this will be scaled based on the barrel temp)
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ace_overheating_slowdownFactor = 1; //Slowdown Factor, reduces the velocity of the projectile (this will be scaled based on the barrel temp)
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ace_overheating_allowSwapBarrel = 1; // 1 to enable barrel swap. 0 to disable. Meant for machine guns where you can easily swap the barrel without dismantling the whole weapon.
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ace_overheating_dispersion = 0.75; //Dispersion Factor, increases the dispersion of the projectile (this will be scaled based on the barrel temp)
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};
};
```
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### 1.2 Custom jam types
```cpp
class CfgWeapons {
class Pistol_Base_F;
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class MyRevolver: Pistol_Base_F {
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ace_overheating_jamTypesAllowed = ["Fire","Dud"]; //Allowed and default values are ["Eject", "Extract", "Feed", "Fire", "Dud"]. In the example here a revolver does not eject, extract, or feed on each shot so those values are removed.
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};
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};
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```
### 1.3 Custom jam clearing animation
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```cpp
class CfgWeapons {
class MyMG {
ACE_clearJamAction = "GestureReloadMX"; // Custom jam clearing action. Default uses reload animation, use an empty string to undefine
};
};
```
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### 1.4 Cook Off
```cpp
class CfgWeapons {
class Rifle_Long_Base_F ;
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class MySniper: Rifle_Long_Base_F {
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ace_overheating_closedBolt = 1; // Closed bolt, can cook off from barrel heat.
};
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class MyMG: Rifle_Long_Base_F {
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ace_overheating_closedBolt = 0; // Open bolt, can only cook off on failure to fire type jams.
};
};
```