Gun jams -1 reply

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A_tree

Worse things happen at sea.

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7th January 2006

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#1 12 years ago

Dont know if this has already been sugested but what the hey. This Isn't realy my idea, i saw it in the mod The trenches for Half Life and thought it might work in fH. What happens is that the lugar becomes jammed and the player as to press whatever button to get the gun working again. http://video.google.com/videoplay?docid=-1434308802073635253 Of course this would happen more often on guns that were more prone to jamming, and the chance of a jam would increase if the player was to stay in muddy, sandy or wet places. For example a gun would be more likely to jam if the player had just jumped into a shell hole full of mud.




Guest

I didn't make it!

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#2 12 years ago

sounds like an awesome Idea. America's Army does that. I'll tell ya Enfieilds can have trouble sometime.




pvt. Allen

I would die without GF

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20th July 2005

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#3 12 years ago

It has been discussed before and from what I remember this will not be included. In some part it might be hard to balance it well, but mainly there could be problems with implementation, mainly of the more advanced 'features'.




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#4 12 years ago

Been suggested--problem is that it'd be really hard to do it in a satisfactory manner. Basically, if you say that statistically, a gun jams on average for every 200 rounds fired (pulled that number out of my ass), you'd just count. Plus, most people don't fire that many rounds before dying.

Or you could make it random--say, every round has a 1/1000 chance of jamming. That means every time someone fires a shot, you'd have to do a calculation--jam or no jam? Jam or no jam? Complicated, cpu overhead, etc.




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#5 12 years ago

I like America's Army's jams myself, was a cool feeling that you're firing a real weapon and not just an animation/sound/coding loop.

I have no idea what "trouble balancing" this means? I can't imagine any balancing issues.

Sadly purely random jammings aren't that accurate, since a jam was increased chance of happening due to other factors.




charlesbian

I follow teh Moo!

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9th October 2005

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#6 12 years ago

NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONNONNON jams. PERIOD




No.8 wire man

Who the **** is Reven?

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30th May 2006

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#7 12 years ago
charlesbianNONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONNONNON jams. PERIOD

Thanks for clearing that point up Charlie. ;)




zuiquan1

Ore o Dare da to Omotte Yagaru

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4th March 2006

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#8 12 years ago

that was some pretty snazzy music though:)




Admiral Donutz VIP Member

Wanna go Double Dutch?

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9th December 2003

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#9 12 years ago

FuzzyBunnyBeen suggested--problem is that it'd be really hard to do it in a satisfactory manner. Basically, if you say that statistically, a gun jams on average for every 200 rounds fired (pulled that number out of my ass), you'd just count. Plus, most people don't fire that many rounds before dying.

Or you could make it random--say, every round has a 1/1000 chance of jamming. That means every time someone fires a shot, you'd have to do a calculation--jam or no jam? Jam or no jam? Complicated, cpu overhead, etc.

SadlyFuzzy is correct. as far as I know. :(




Soujiro

The Feared Engineer

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31st March 2003

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#10 12 years ago

I will only support jamming if FH becomes a MMOFPS. Only in a MMOFPS, I expect people to clean their weapons before going into combat. Until then, no. Period.