Kazet
Recruit

Hi there,
Yesterday I was messing around with Stones and Fire Pots.
Managed to end up with some pretty interesting stuff, as you can see on the following GIFs.
Might be useful in a lot of settings (pyromancer / grenadier troops) so here is the XML for the weapon (improvable prototype).
From there you can probably do more of a hand grenade version as well.
Note: play with "missile_speed" to make it easier for the troops to throw the pot. Below 16 it gets hard for them to do it while moving/charging.
Yesterday I was messing around with Stones and Fire Pots.
Managed to end up with some pretty interesting stuff, as you can see on the following GIFs.


Might be useful in a lot of settings (pyromancer / grenadier troops) so here is the XML for the weapon (improvable prototype).
From there you can probably do more of a hand grenade version as well.
XML:
<Item
id="fire_pot"
name="{=3Wzhxkn1}Fire Pot"
is_merchandise="false"
body_name="bo_projectile_rock"
holster_body_name="bo_axe_short"
flying_mesh="projectile_pot"
mesh="projectile_pot"
holster_mesh=""
subtype="arrows"
weight="15"
appearance="1"
Type="Thrown"
item_holsters="throwing_stone:throwing_stone_2">
<ItemComponent>
<Weapon
weapon_class="Boulder"
ammo_class="Boulder"
stack_amount="1"
position="0.05, -0.05, 0"
physics_material="missile"
accuracy="45"
thrust_speed="100"
speed_rating="50"
missile_speed="16"
weapon_length="95"
thrust_damage="70"
item_usage="heavy_stone"
flying_sound_code="event:/mission/combat/boulder/passby"
trail_particle_name="psys_game_burning_jar_trail"
rotation_speed="2, 0.5, 0">
<WeaponFlags
RangedWeapon="true"
NotUsableWithOneHand="true"
TwoHandIdleOnMount="true"
CanPenetrateShield="true"
MissileWithPhysics="true"
Consumable="true"
LeavesTrail="true"
Burning="true"
AffectsArea="true"
AmmoBreaksOnBounceBack="true"
AutoReload="true"
UseHandAsThrowBase="true" />
</Weapon>
</ItemComponent>
<Flags QuickFadeOut="true" />
</Item>