JBOY Molotov Cocktail scriptby
Here's my Molotov Cocktail script for Arma 3.
How it works:
Via a scripted action, a unit is forced to throw a purpleSmokeShell.
The shell is detected as a near object, and a bullet is spawned and given the same direction and velocity.
The smoke shell is deleted and a "bottle" object is attached to the bullet, and a fire is attached to the bullet.
At bullet impact point, a fire is created.
Bullet impact point is detected when it's height is near the ground, or when its dirTo direction changes significantly (a ricochet).
If bullet impacts a vehicle, fire is attached to the vehicle.
If bullet impacts on or near a man, fire is attached to man, man screams, and plays a panic move animation while burning.
Fires give damage to nearby units/vehicles.
Installation / Usage:
Download this zip file, unzip the folder, and put it in you editor Missions directory. You can then try it via the editor, and see all the scripts.
Armaholic.com has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Armaholic.com Youtube channel
Not MP compatible. Needs work to say3d sounds on all clients, to execute animations on all clients, etc.
Thrown bottle hooks to the right sometimes.
If bottle hits roof of building, fire is spawned a few meters above roof instead of at impact point. Needs to be debugged.
Vanilla Arma 3 does have a good looking glass bottle object. Plastic water bottles look bad, so I chose the metal canister. Its moving fast, so you can't necessarily tell. But a good bottle object from a mod would be better.
Not planning on supporting this!
I'm too busy, so I'm not planning on taking this further and fixing the issues a this time. I grant permission to anybody who wants to take this and improve on it (just give me a little credit somewhere!).
- BI forums
Tags: No tags