--- layout: wiki title: Overheating Framework description: Explains how to set-up weapon overheating with ACE3 overheating system. group: framework order: 5 parent: wiki mod: ace version: major: 3 minor: 0 patch: 0 --- ## 1. Config Values ### 1.1 Barrel Switching ```cpp class CfgWeapons { class Rifle_Long_Base_F ; class MyMG : Rifle_Long_Base_F { ace_overheating_mrbs = 3000; //Mean Rounds Between Stoppages (this will be scaled based on the barrel temp) ace_overheating_slowdownFactor = 1; //Slowdown Factor, reduces the velocity of the projectile (this will be scaled based on the barrel temp) 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. ace_overheating_dispersion = 0.75; //Dispersion Factor, increases the dispersion of the projectile (this will be scaled based on the barrel temp) }; }; ``` ### 1.2 Custom jam types ```cpp class CfgWeapons { class Pistol_Base_F; class MyRevolver: Pistol_Base_F { 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. }; }; ``` ### 1.3 Custom jam clearing animation ```cpp class CfgWeapons { class MyMG { ACE_clearJamAction = "GestureReloadMX"; // Custom jam clearing action. Default uses reload animation, use an empty string to undefine }; }; ``` ### 1.4 Cook Off ```cpp class CfgWeapons { class Rifle_Base_F; class Rifle_Long_Base_F; class MyRifle: Rifle_Base_F { ace_overheating_closedBolt = 1; // Closed bolt, can cook off from barrel heat. ace_overheating_barrelMass = 1.5895; // Mass of the area heated by firing, not strictly just the barrel. Higher mass gives slower heat buildup and faster cooling. Default estimation is 55% of weapon weight in kg. }; class MySniper: Rifle_Long_Base_F { ace_overheating_closedBolt = 1; }; class MyMG: Rifle_Long_Base_F { ace_overheating_closedBolt = 0; // Open bolt, can only cook off on failure to fire type jams. }; }; ```