1. Each weapon has its own condition parameter. It reduces when you use that weapon, or if it gets damaged by something (explosion, for instance). It is crucial to its performance, because reducing condition makes weapon jam more often and slightly reduces its damage output, also that is the only parameter that actually increases weapon spread (not counting the heat, about which you can read below)
2. The jamming aka misfire. A weapon always has a chance to jam when you shoot it (before you shoot it, as it can be cartridge non-chambering as well), and when it occurs, you need to fix it (press and hold some special button for 1-5 seconds), also there is a chance that you get the "heavy" misfire, which takes longer to fix (usually from 5 to 20 seconds, so its better to switch to your secondary or drop your gun and replace it with some other) and is usually quickly recognisable because of its special sound effect. On certain weapons, light misfire can also be fixed via reloading, and heavy can as well destroy gun completely.
3. Weapons, dropped by dead npcs, have random condition (but, for instance, guns dropped by combine elites usually will have it better). Weapons, that are spawned on the map always have it at 100%, so its preferable to take them instead, as long as we dont have a weapon cleaning kit.
4. Heating. Each shot heats weapon, and heat increases condition loss when shooting, while also reducing accuracy. When it reaches 100%, weapon becomes unable to shoot and needs some time to cool down (much quicker in water). Also you cannot fix heavy-jammed weapon when its very hot, and switching it will burn a little. The heating factor by default is something important for impulse weapons (ar2 and impulse machine gun) and not as dangerous on conventional weaponry, however it still affects accuracy.
Got some Far Cry 2/Fallout mechanics going on, and it's great. One thing I would keep an eye on is the pacing of gunplay. If there's too much action happening too fast, weapon conditions might be more annoying than interesting. On the other hand, slower gunplay (like Fallout and Far Cry) would allow the player to actually manage their weapon without frantically shooting at everything.
I'm excited to see more, cheers!
Everything can be changed in scripts. Currently this mechanic just makes some weapons more reliable than the others.
After fixing damage and armor penetration capability on some guns we got a situation when AR2 was overpowered, and its strong recoil, high mass and slow aiming speed wasn't enough to fix it, because it had 2 strong sides - high DPS output combined with tracers, which make hipfiring more useful at mid-range.
Holy moly, I've been waiting for some brave soul to get something like this going in Source and it looks like you're going to be the first one. It would be god-tier if you could get someone to do some jamming/unjamming animations and so on.
Seriously, you've made my day and probably my week with this one!
We currently have no animations (weapon will just holster and deploy after operation is finished), but we'll make them in one of the updates.
This sounds really cool.