Weapon Jamming [.NET] 1.1
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4.503
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Description
Weapon jamming was one of my favorite things from Far Cry 2. It's a shame that most other shooter games lack this feature, until now. Introducing weapon jamming, a feature designed to make shootouts more challenging, now available for GTA V!
Weapons will gradually degrade when firing them, causing them to jam when the progress bar reaches empty. The progress bar (above the mini-map) indicates the condition of your current weapon. This value ranges from 0% to 100% and once it reaches 0%, your weapon will jam, rendering it unusable until the jam is cleared by tapping the E key (or D-Pad Right on a controller). You may only attempt to unjam your weapon once per second. Weapons purchased from Ammu-Nation will always grant a full progress bar (a conditional value of 100%) whereas a weapon picked up from the ground will be much more closer to jamming.
Refer to the INI file for a list of settings you can adjust to your needs. This includes the position, width, height and colors of the progress bar, quality-of-life settings, and persistence. Setting persistence to true (which is strongly recommended) saves the conditional values of each weapon and loads them on startup, so you don't lose your progress. You can also adjust the unjam animation and the depletion rates for each applicable weapon—the depletion rate is deducted from a weapon's condition value upon firing. Weapons such as sniper rifles, shotguns and the Pistol .50 tend to jam faster than other weapons due to their higher depletion rates.
Instructions
Extract the contents of the .zip file into your scripts folder. Requires both ScriptHookV and Community Script Hook V. Check WeaponJamming.ini for a list of settings you can adjust to your needs. Each setting in the INI file is documented for easy understanding.
Notes
I strongly recommend you install a weapon dropping script and drop weapons which frequently jam, otherwise your weapons will constantly jam during use, which will eventually aggravate you. I use this mod myself to drop weapons. Remember to always purchase new weapons from Ammu-Nation if you don't want them to jam too often.
Weapon jamming was one of my favorite things from Far Cry 2. It's a shame that most other shooter games lack this feature, until now. Introducing weapon jamming, a feature designed to make shootouts more challenging, now available for GTA V!
Weapons will gradually degrade when firing them, causing them to jam when the progress bar reaches empty. The progress bar (above the mini-map) indicates the condition of your current weapon. This value ranges from 0% to 100% and once it reaches 0%, your weapon will jam, rendering it unusable until the jam is cleared by tapping the E key (or D-Pad Right on a controller). You may only attempt to unjam your weapon once per second. Weapons purchased from Ammu-Nation will always grant a full progress bar (a conditional value of 100%) whereas a weapon picked up from the ground will be much more closer to jamming.
Refer to the INI file for a list of settings you can adjust to your needs. This includes the position, width, height and colors of the progress bar, quality-of-life settings, and persistence. Setting persistence to true (which is strongly recommended) saves the conditional values of each weapon and loads them on startup, so you don't lose your progress. You can also adjust the unjam animation and the depletion rates for each applicable weapon—the depletion rate is deducted from a weapon's condition value upon firing. Weapons such as sniper rifles, shotguns and the Pistol .50 tend to jam faster than other weapons due to their higher depletion rates.
Instructions
Extract the contents of the .zip file into your scripts folder. Requires both ScriptHookV and Community Script Hook V. Check WeaponJamming.ini for a list of settings you can adjust to your needs. Each setting in the INI file is documented for easy understanding.
Notes
I strongly recommend you install a weapon dropping script and drop weapons which frequently jam, otherwise your weapons will constantly jam during use, which will eventually aggravate you. I use this mod myself to drop weapons. Remember to always purchase new weapons from Ammu-Nation if you don't want them to jam too often.
Eerste Upload: 27 mei 2017
Laatst bijgewerkt: 28 mei 2017
Laatst Gedownload: 6 uur geleden
41 Reacties
Description
Weapon jamming was one of my favorite things from Far Cry 2. It's a shame that most other shooter games lack this feature, until now. Introducing weapon jamming, a feature designed to make shootouts more challenging, now available for GTA V!
Weapons will gradually degrade when firing them, causing them to jam when the progress bar reaches empty. The progress bar (above the mini-map) indicates the condition of your current weapon. This value ranges from 0% to 100% and once it reaches 0%, your weapon will jam, rendering it unusable until the jam is cleared by tapping the E key (or D-Pad Right on a controller). You may only attempt to unjam your weapon once per second. Weapons purchased from Ammu-Nation will always grant a full progress bar (a conditional value of 100%) whereas a weapon picked up from the ground will be much more closer to jamming.
Refer to the INI file for a list of settings you can adjust to your needs. This includes the position, width, height and colors of the progress bar, quality-of-life settings, and persistence. Setting persistence to true (which is strongly recommended) saves the conditional values of each weapon and loads them on startup, so you don't lose your progress. You can also adjust the unjam animation and the depletion rates for each applicable weapon—the depletion rate is deducted from a weapon's condition value upon firing. Weapons such as sniper rifles, shotguns and the Pistol .50 tend to jam faster than other weapons due to their higher depletion rates.
Instructions
Extract the contents of the .zip file into your scripts folder. Requires both ScriptHookV and Community Script Hook V. Check WeaponJamming.ini for a list of settings you can adjust to your needs. Each setting in the INI file is documented for easy understanding.
Notes
I strongly recommend you install a weapon dropping script and drop weapons which frequently jam, otherwise your weapons will constantly jam during use, which will eventually aggravate you. I use this mod myself to drop weapons. Remember to always purchase new weapons from Ammu-Nation if you don't want them to jam too often.
Weapon jamming was one of my favorite things from Far Cry 2. It's a shame that most other shooter games lack this feature, until now. Introducing weapon jamming, a feature designed to make shootouts more challenging, now available for GTA V!
Weapons will gradually degrade when firing them, causing them to jam when the progress bar reaches empty. The progress bar (above the mini-map) indicates the condition of your current weapon. This value ranges from 0% to 100% and once it reaches 0%, your weapon will jam, rendering it unusable until the jam is cleared by tapping the E key (or D-Pad Right on a controller). You may only attempt to unjam your weapon once per second. Weapons purchased from Ammu-Nation will always grant a full progress bar (a conditional value of 100%) whereas a weapon picked up from the ground will be much more closer to jamming.
Refer to the INI file for a list of settings you can adjust to your needs. This includes the position, width, height and colors of the progress bar, quality-of-life settings, and persistence. Setting persistence to true (which is strongly recommended) saves the conditional values of each weapon and loads them on startup, so you don't lose your progress. You can also adjust the unjam animation and the depletion rates for each applicable weapon—the depletion rate is deducted from a weapon's condition value upon firing. Weapons such as sniper rifles, shotguns and the Pistol .50 tend to jam faster than other weapons due to their higher depletion rates.
Instructions
Extract the contents of the .zip file into your scripts folder. Requires both ScriptHookV and Community Script Hook V. Check WeaponJamming.ini for a list of settings you can adjust to your needs. Each setting in the INI file is documented for easy understanding.
Notes
I strongly recommend you install a weapon dropping script and drop weapons which frequently jam, otherwise your weapons will constantly jam during use, which will eventually aggravate you. I use this mod myself to drop weapons. Remember to always purchase new weapons from Ammu-Nation if you don't want them to jam too often.
Eerste Upload: 27 mei 2017
Laatst bijgewerkt: 28 mei 2017
Laatst Gedownload: 6 uur geleden
Version 1.1 finished and awaiting approval. This version adds several new options in the INI file, including an option to disable the box/progress bar above the map. You can also change the colors (RGBA) of the bar aswell! Also, you can now change the unjam animation if you don't like the current one. And finally, I added two new INI options; "UnjamCondition" and "UnjamCooldown"—check the INI file for more details. As always, thanks for your feedback!
@Kryo4lex I used "Game.Player.DisableFiringThisFrame()" under Tick which I believe translates to "DISABLE_PED_FIRING(Game.Player.Character, true)".
@EnforcerZhukov Thanks! The shot when unjamming the weapon is just a random discharge which I added for immersion, however you can disable it by setting "DischargeChance" to 0 in the INI file. The weapon switching is a good idea, could probably call it "UnjamUponSwitch" or something like that. I'll be sure to add it in the next version or so!
@Feexy Change "BoxX" and "BoxY" in WeaponJamming.ini.
@ILikeToPlayGTA Oke thank you
@ILikeToPlayGTA the animation looks kind of weird on the video, maybe change it to the pulling of the charge handle like at the end of every reload would be better (if possible)
I mean weren't weapons old and rusty from Africa in Far Cry 2? Nowadays weapons that would jam in GTA V would potentially be the uzy, pistol, and AK, hm maybe the machine guns aswell, but that's really it, right?
@The_XXI Good point, but that's also the reason why I made it so newly purchased weapons from Ammu-Nation will always have the highest condition as opposed to weapons picked up from the floor, which are given the impression that they are old and well-worn. Each weapon's depletion rate can be adjusted in the INI file too, which means players can choose whether to have guns jam more often, or very rarely.
Ak-47s don't jam.
hey can you do a mod where u have to manually reload? instead of automatically reloading when you are out of ammo?
@mitchellhemi I have had an AKM, an AK-74, and 47 jam on me in the past. Can depend on the ammo and how old/worn the rifle is. If I use cheap surplus ammo I will get a jam here and there. Buddy has a AK-47u and it jams more. All weapons that cycle can and will jam. A small dent or imperfection on the brass, or a worn spring in the clip is all it takes. That said its pretty rare if you take care and maintain the weapon, use good ammo, and check the brass as you are loading. I like this concept and like @The_XXI said I think it should really only apply to certain weapons so I will use the .ini to tailor this to my liking.
@ILikeToPlayGTA Again picking up an AR from the SWAT would be the guaranty of a very well preserved weapon. You should try to see if you can implement a function ruling from whom the weapon has been dropped. Don't think it's possible but there may be a value somewhere linked to the last ped that had the weapon.
@The_XXI each ped group has an identifier, like police and gangs and stuff, don't know if swat does, but each ped has an id in game (as seen in the model switcher of trainers) so I'm sure it's possible if he identifies who the swat peds are listed as.
@Think_Tank But would it in any way still be linked to the weapon. I just think the prop is dropped and becomes just an independent prop, not cop1's prop for example. Again, could be wrong, but I'm not sure dropped prop are in any way linked to their last "owner". I'm not even sure there's a mechanic that allows unarmed peds to pick up a weapon, they always seem to be spawned with a predefined inventory, so having an id attachable to a dropped prop is unlikely.
Speaking of which, the picking up prop could be tested with unlethal stungun, I believe stungun makes them drop the weapon by default, but if they can get back up, not cower, and be stripped of all of their weapons, they would either go fight with their fist (very likely), or pick up the nearest weapon.
@The_XXI Dude, that's genius! Yeah, good point, i don't think it would link, but I'm not the dev.
Whats the best setting to get it directly over the map and the same width like you did? TYIA
@HeySlickThatsMe lmao
I like the idea, but not the progress bar. And I don't mean the visual. Seems a bit linear no? It should be a bit statistical and random, not excessively common, just... based on odds. I'd like that.
works well for me
works good
This is amazing!!
It's funny how jamming works in games when present. Most characters are absolute beasts with gun but keep smashing the gun instead of simple removing the jam correctly even me who went to the shooting range once in my life know how to unjam a gun in like 5 seconds
yo man can you disable auto reloading whne ammo run out?