dzn Extended Jamming


Primary Weapons may Suffer 5 Types of Malfunction

  • FEED FAILURE

  • DUD

  • EJECTION FAILURE

  • CHAMBER FAILURE

  • EXTRACTION FAILURE


A hot key should be bound to pull bolt

CTRL + [R] to open the gui interface

And before you start to tell us “but that's not how, or why, or, or, what” we know, your real world knowledge is noted, and has been filled under “thats nice” anyway please remember.

FEED FAILURE

Description

A failure to feed occurs when the round is not fed into the firing chamber.

Corrective Action

  1. Pull bolt (you should have a hot key for this)

DUD

Description

This is a common reason for misfires in guns of any variety. Basically, dud rounds consist of a failure to discharge due to malfunctions in the primer or powder. This malfunction causes the round to fail to discharge from the gun. These are typically fairly minor forms of malfunction in guns and require that the round be removed.

Corrective Action

  1. Pull bolt (you should have a hot key for this)

EJECTION FAILURE

Description

The end of cycle malfunction. The cartridge that should have been ejected does not exit through the ejection port, but either stays part way in the chamber or ends up jammed into the upper when the bolt comes forward.

I know i need to fix the picture

Corrective Action

  1. Detach Magazine

  2. Open bolt

  3. Remove case

  4. Attach Magazine

  5. Pull bolt

CHAMBER FAILURE

Description

Not sure the issue matches the description,here, feed and chamber are a lot of the time the same issue, but (this is ARMA)

Corrective Action

  1. Detach magazine

  2. Open bolt

  3. Remove case

  4. Attach magazine

  5. Pull bolt

EXTRACTION FAILURE

Description

When a failure to extract occurs, the bolt and bolt carrier may short stroke, or they may return completely rearward. In either case, a cartridge is left in the chamber. On the next cycle, a live round may be fed and forced into the base of the case that was left behind.

Corrective Action

  1. Detach magazine

  2. Open bolt

  3. Clear Chamber

  4. Attach magazine

  5. Pull bolt

Make a weapon Jam

player addAction ["Jam", { [player, currentWeapon player] call ace_overheating_fnc_jamWeapon }];