View Full Version : Molotov Cocktail/Fire
4th Dec 08, 4:46 AM
Is it possible to make an ability where the squad throws a "Molotov Cocktail" at a unit/tank, and it burns them?
Or even simpler, is it possible to have it so that when the ability is triggered it will start a fire in the triggered area?
4th Dec 08, 9:12 AM
Well burning is possible, you would just have to adjust the burn status on certain vehicles for it to work (as some vehicles are uneffected by burn). But as an ability I havent tried this yet so my input on this is mute.
There are already flame grenades. There is also a beer/wine glass model in the game. Don't ask me how though. I'm more of a mapper.
5th Dec 08, 4:13 AM
As suggested above, just copy and modify either the PGrenadier's Incindiary grenades or the Fallshirmjager's Anti building grenades (boht work on the same concept). To make it look like a bottle, find the bottle's animator_bp (the bottle's ebps file is probably somewhere in attrib/ebps/environment/etc.), then go into the projectile your new grenade uses (best make a copy of the projectile and adjust the ability/weapon for it), once in the projectile's file, go into the entity_blueprint_ext, and i think it's animator_bp you change to make it look different. I've done this myself for my own mod to make the PE's Antitank grenade look like a mortar shell.
5th Dec 08, 4:30 AM
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.