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Roguetech Wiki
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Weapon Jams
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Weapon Jams
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===I want to know more=== In practice, it should be 'enough information to have as high gunnery as possible and to assure mitigation of all recoil, or expect a high jam chance. Please do NOT engage the RT support team with questions at this level of detail unless you're very sure of a bug or are very sure you know what is going on and have a contextual query specific to RT. Mere curiosity is below the threshold of support, as is coding tutorial. <b>This is noted because, while RT uses CAC/WR and other tools they are used in other mods and are a community resource.</b> If you're looking for exactly where that line in the sand is, continue. This mechanic is controlled by CustomAmmoCategories.dll and there may be mechanics that utilize both or others. In WR-Readme.md we find the following stub text that a modder could find useful:: <pre> * Refire Modifier crit multiplication - weapons can now have a bigger refire penalty when damaged (critted); see setting `damagedWeaponRefireModifierMultiplier` * Weapon Jamming - weapons with weapon defs tagged `wr-jammable_weapon` can jam, based on refire modifier and `jamChanceMultiplier`/`wr-jam_chance_multiplier-X`; `X` multiplies the refire modifier to determine a percent chance of jamming happening; Rolls against gunnery skill to save vs. jam and unjam are preformed. </pre> Additionally, in Readme.txt for CAC we find: <pre> "DamageOnJamming": true/false, - if true on jamming weapon will be damaged "DestroyOnJamming": true/false, - if true on jamming weapon will be destroyed (need DamageOnJamming to be set true also) "FlatJammingChance": 1.0, - Chance of jamming weapon after fire. 1.0 is jamm always. Unjamming logic implemented as in WeaponRealizer NOTE! There FlatJammingChance can be altered via CACFlatJammingChance statistic value per actor's and/or per weapon's statistic collections "GunneryJammingBase": 5, - "GunneryJammingMult": 0.05, - this values uses to alter flat jamming chance by pilot skills formula effective jamming chance = FlatJammingChance + (GunneryJammingBase - Pilot Gunnery)* GunneryJammingMult if FlatJammingChance = 1.0, GunneryJammingBase = 6, GunneryJammingMult = 0.1, GunnerySkill = 10 result = 1.0 + (6-10)*0.1 = 0.6 GunneryJammingBase if ommited in weapon def., ammo def. and mode def. assumed as 5. </pre>You can find the actual calculations at CustAmmoCategories.CustomAmmoCategories.FlatJammingChance and, for recoil-based jamming, WeaponRealizer.JammingEnabler if you decompile CustomAmmoCategories.dll, as it is not open sourced. [[Category:Guides]]
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