* Add jamming coef to change or disable jamming. * change max to 5 * add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat - add setting for overheating effects distance - add unjaming on barrel swap, with setting - add increase rate of fire with heat, with setting - fix some formatting * little tweaks * add overheating cookoff feature - add overheating cookoff feature - add documentation - bugfixes/improvements * Update ace3-config-entries.md * Update overheating-framework.md * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_firedEH.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update docs/wiki/feature/overheating.md Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * remove extra underwater cooling, make cookoffCoef enable cookoff - add coef setting for heat generation per shot - merge cookoff setting into cookoff coef setting - remove check for water that increased cooling - change max rof increase from heat to 10% - change ammo heating to a less linear formula - change cookoffCoef to effect inginition tempurature instead of heat amount - delay cookoff shot until any firing animation is done - update strings based on feedback * Update stringtable.xml * add cookoff notification * improvements from play testing - move ammo heat loop into seperate function with a tighter loop - factor rain into cooling calculation - handle cooling while swimming - merge cookoff take event handler into fnc_handleTakeEH - fix case where cookoff could potentially come from underbarrel weapon muzzle - only add TakeEH if required by enabled settings - improve cookoff muzzle/mode handling * fix missing semi that I swear I already fixed before pushing * Update overheating-framework.md * Update fnc_updateAmmoTemperature.sqf * include wind speed in cooling calculation * cool with X - add ace interactions to allow cooling with water sources when Ace X is loaded - add documentation for cooling - move getting barrel mass to a function * documentation formatting * Add config array for weapon jam types, as not all weapon can get all types IRL. * remove variable that's not required * add some compat entries for RHS * fix merge conflict * fix a happy little accident * move to CBA settings, minor styling. * Update error message in fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Apply suggestions from code review Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
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layout | title | description | group | category | parent | mod | version | ||||||
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wiki | Overheating | Weapon temperature and jamming, barrel swapping. | feature | realism | wiki | ace |
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1. Overview
1.1 Weapon Jamming
Adds a probability to jam a weapon when firing. Jams can be cleared by reloading, using the clear jam-key, or using the self interaction menu.
1.2 Temperature simulation
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.
1.3 Cookoff
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.
1.4 Spare barrels
Adds the ability to changes barrels on machine guns to compensate for those effects. Changing the barrel can also unjam the gun.
2. Usage
2.1 Clearing a jammed weapon
- To clear a jammed weapon, press SHIFT + R (ACE3 default key bind
Clear jam
).
2.2 Swapping barrels
- For this you need a
Spare barrel
and a compatible weapon. - Press self interaction Ctrl + ⊞ Win (ACE3 default key bind
Self Interaction Key
). - Select
Equipment
. - Select
Swap barrel
.
2.3 Checking your barrel temperature
- Press self interaction Ctrl + ⊞ Win.
- Select
Equipment
. - Select
Check weapon temperature
.
NOTE When the bar 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.
2.4 Cooling your weapon
- Weapons and spare barrels will cool off over time.
- Cooling speed of weapons in increased in windy or rainy weather, and when swimming.
- If AceX 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.
- If AceX Field Rations is enabled then weapons can also be cooled with the same water sources used to refill canteens and water bottles.
2.5 Avoiding cookoffs
- 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).
- Clear failure to fire jams quickly
3. Dependencies
{% include dependencies_list.md component="overheating" %}