--- layout: wiki title: overheating framework description: group: framework order: 5 parent: wiki --- ## 1. Adding barrel switching ```c++ class CfgWeapons { class Rifle_Long_Base_F; // base class for LMGs and MMGs class your_MMG: Rifle_Long_Base_F { // Dispersion, SlowdownFactor and JamChance arrays have 4 values for different temperatures, which are interpolated between. // These values correspond to temperatures Converted to real life values: 0: 0°C, 1: 333°C, 2: 666°C, 3: 1000°C. 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. // Dispersion in radians. First value is for temp. 0, second for temp. 1 and so on. Values inbetween get interpolated. Negative values get ignored and can be used to move the starting point to hotter temperatures. ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.004}; // How much the projectile gets slowed down before leaving the barrel. 0.9 means the bullet will lose 10% velocity. Values inbetween get interpolated. Numbers greater 1 increase the velocity, smaller 1 decrease it. ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9}; // Chance to jam the weapon. 0.0003 means 3 malfunctions on 10,000 rounds fired at this temperature. Values inbetween get interpolated. Negative values get ignored and can be used to move the starting point to hotter temperatures. // When no reliable data exists for temperature vs. jam chance except MRBS, the following uniform criteria was adopted: [0, 1/MRBS, 5/MRBS, 25/MRBS]. ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075}; }; }; ``` ## 2. Adding custom animations ```c++ class CfgWeapons { class Rifle_Long_Base_F; class your_MMG: Rifle_Long_Base_F { ACE_clearJamAction = "GestureReload"; // Custom jam clearing action. Default uses reload animation. ACE_checkTemperatureAction = "Gear"; // Custom check temperature action. Default uses gear animation. ACE_clearJamAction = ""; // Custom jam clearing action. Use empty string to undefine. }; }; ```