Weapon Jam System V2 -Weather based -Condition Based -overheat based all working together
Players now
17
Servers
15
Rating
83%
6 votes
Subscribers
-
2,687 downloads
Busiest servers running it 15 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- Trikru_DK
- Version
- 1.0.1
- Size
- 20.9 MB
- Licence
- Custom
- Game version
- 1.7.0.54
- Likes
- 0 / 0 dislikes
- Published
- 27 Jul 2026
- Updated
- 2 months ago
- Workshop ID
- 69F76BD2E1F4EDAB
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30 days: +38 −25 ↑0
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Requires
2Required by
3Often used with
8Version history
2-
v1.0.1 20.9 MB 27 Jul 2026
-
v1.0.0 20.8 MB 27 Jul 2026
Description from the Workshop
The goal of this mod is to add more depth, consequence, and long-term reliability management to weapons and survival gameplay without turning it into an arcade system. Current weapon systems include: - Weapon condition / HP - Weapon wear from firing - Barrel heat and overheating - Jam chance modifiers from weapon condition - Jam chance modifiers from weapon heat - Integration with wetness / rain / water-based jam risk - Weapon inspection - Weapon repair support - LMG feed jam handling - Server-authoritative logic where needed Every weapon has its own condition value. This means the weapon carries its own wear state, not the player. If a player drops a damaged weapon and another player picks it up, the weapon is still damaged. If the original player picks up a different weapon, that weapon has its own separate condition. Weapon heat is short-term and builds from shooting. Single fire generates less heat, burst generates more, and full-auto generates the most. Suppressors can increase heat and make cooling slower. High heat increases jam risk, and extreme heat can cause hard jams or temporary firing lockout. Weapon wear is long-term and builds slowly over time. Normal controlled fire should not ruin a weapon quickly, but repeated magdumping and abuse will make the weapon less reliable. The jam system is based on multiple factors working together: Final Jam Chance = Wetness / rain / water risk x Weapon condition multiplier x Weapon heat multiplier A clean, dry, cool weapon should be reliable. A wet, worn, overheated weapon should be much more likely to jam.