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* move overheating cookoff into separate function * move heatCoef and require mission restart for setting change - move heatCoef to a more sensible place - require mission restart for heatCoef setting change (it gets cached per ammo type) * add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission - add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission, this prevents an issue where all weapon cookoff regardless of temp, because required temp gets multiplied by cookoffCoef which has been set to 0. * file end new line * update header for ace_overheating_fnc_cookoffWeapon * use ambientTemperature as floor for weapon and ammo temp * add coolingCoef setting * improve feature documentation * add fnc_cookoffWeapon to XEH_PREP * add type of jam to ace_weaponJammed local event - add type of jam to ace_weaponJammed local event - fix #8637 * fix misspelling Co-authored-by: TyroneMF <TyroneMF@hotmail.com> * clear all weapon heat on death * Update addons/overheating/functions/fnc_updateTemperature.sqf Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> * deprecate ace_overheating_fnc_getBarrelMass, cache weapon bolt and barrel mass values - cache closed bolt value by moving config look up to ace_overheating_fnc_getWeaponData - cache barrel mass value by moving calculation from ace_overheating_fnc_getBarrelMass to ace_overheating_fnc_getWeaponData - deprecate ace_overheating_fnc_getBarrelMass to be a wrapper for ace_overheating_fnc_getWeaponData that only returns barrel mass * add public functions to get and set weapon and ammo temperature * add `canCoolWeaponWithItem` function, workaround for #8657 * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * add coef setting for addition heat from suppressor * Update fnc_overheat.sqf * improve fnc_canCoolWeaponWithItem * remove extra ( * Move canCoolWeaponWithItem action code to function * Use hashmaps and reset on settings change * Apply suggestions from code review Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: jonpas <jonpas33@gmail.com>
73 lines
3.1 KiB
Markdown
73 lines
3.1 KiB
Markdown
---
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layout: wiki
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title: Overheating
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description: Weapon temperature and jamming, barrel swapping.
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group: feature
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category: realism
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parent: wiki
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mod: ace
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version:
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major: 3
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minor: 0
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patch: 0
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---
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## 1. Overview
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### 1.1 Weapon Jamming
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Adds a probability to jam a weapon when firing. The hotter a weapon gets, the more likely a jam is to occur.
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### 1.2 Temperature simulation
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Introduces weapon temperature simulation depending on weapon and bullet mass. Hot weapons are more prone to jamming and will have an increase in their cyclic rate of fire. Depending on weapon type the accuracy and in extreme cases the muzzle velocity might be reduced on high temperatures. Adds smoke puff and heat refraction effects to indicate this.
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### 1.3 Cookoff
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Hot weapons can also cause chambered ammunition to spontaneously ignite. The higher the temperature of the weapon the sooner a cookoff can happen. Open bolt weapons (most machineguns) cannot cookoff unless jammed. Jammed weapons will not cookoff unless the jam is a failure to fire.
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### 1.4 Spare barrels
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Adds the ability to change barrels on machine guns to compensate for those effects. When a barrel is changed, the coolest barrel available is always selected.
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## 2. Usage
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### 2.1 Clearing a jammed weapon
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Jams can be cleared in the following ways:
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- Press <kbd>SHIFT</kbd> + <kbd>R</kbd> (ACE3 default key bind `Clear jam`).
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- Press self interaction <kbd>Ctrl</kbd> + <kbd>⊞ Win</kbd> (ACE3 default key bind `Self Interaction Key`), select `Equipment`, select 'Clear Jam'
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- Reload (setting dependant)
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- Swap barrels (setting dependant)
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### 2.2 Swapping barrels
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- For this you need a `Spare barrel` and a compatible weapon.
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- Press self interaction <kbd>Ctrl</kbd> + <kbd>⊞ Win</kbd> (ACE3 default key bind `Self Interaction Key`).
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- Select `Equipment`.
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- Select `Swap barrel`.
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### 2.3 Checking your barrel temperature
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- Press self interaction <kbd>Ctrl</kbd> + <kbd>⊞ Win</kbd>.
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- Select `Equipment`.
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- Select `Check weapon temperature`.
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**NOTE** Each section on the bar represents 100°C. When the bar reaches 2 sections weapons can start to cookoff. When it is half full (yellow) it means the barrel is around 500°C. Your weapon will be even more prone to jams, and it'll get worse if you don't let the barrel cool down or swap it.
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### 2.4 Cooling your weapon
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- Weapons and spare barrels will cool off over time, down to the ambient temperature in the mission.
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- Cooling speed of weapons in increased in windy or rainy weather, and when swimming.
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- If ACE Field Rations is loaded then weapons can be cooled with canteens, water bottles, or other beverage items. This does not require the Field Rations system to be enabled.
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- If ACE Field Rations is enabled then weapons can also be cooled with the same water sources used to refill canteens and water bottles.
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### 2.5 Avoiding cookoffs
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- After a firefight unload closed bolt firearms (most rifles) until the barrel temperature has gone down to less than 180°C (two sections or less on the bar).
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- Clear failure to fire jams quickly
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## 3. Dependencies
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{% include dependencies_list.md component="overheating" %}
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