Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Overheating Weapons
Re: Feature: Overheating Weapons[message #325827] Fri, 27 September 2013 17:18 Go to previous messageGo to previous message
silversurfer

 
Messages:2791
Registered:May 2009
Sam_Hotte

In older versions like 4870 stable a gun will rarely jam at 94% condition; the occasional jam starts somewhere in the 80ies and below AFAICS.
And that's what I think is good value so that you can't use most dropped weapons immediately in the very same battle you found them.


Just for your interest - this is the code that was used in the past to calculate gun jams:

/* Old jam code 
// gun might jam, figure out the chance 
//iChance = (80 - pObj->bGunStatus); 
 
//rain 
iChance = (80 - pObj->ItemData.Gun.bGunStatus) + gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * gbCurrentRainIntensity; 
//end rain 
			 
// CJC: removed reliability from formula... 
			 
// jams can happen to unreliable guns "earlier" than normal or reliable ones. 
//iChance = iChance - Item[pObj->usItem].bReliability * 2; 
			 
// decrease the chance of a jam by 20% per point of reliability; 
// increased by 20% per negative point... 
//iChance = iChance * (10 - Item[pObj->usItem].bReliability * 2) / 10; 
			 
//rain 
// iChance = iChance * (10 - Item[pObj->usItem].bReliability * 2) / 10; // Madd: took it back out 
//end rain 
			 
if (pSoldier->bDoBurst > 1) 
{ 
// if at bullet in a burst after the first, higher chance 
iChance -= PreRandom( 80 ); 
} 
else 
{ 
iChance -= PreRandom( 100 ); 
} 
*/ 

It was commented and replaced in revision 2207. I guess this is the time when the higher jam probability started.

[Updated on: Sat, 28 September 2013 11:00] by Moderator

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