Arma 3
377 ratings
Burn 'Em Redux
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Data Type: Mod
File Size
Posted
Updated
81.130 MB
9 Jan, 2023 @ 7:50am
11 Mar @ 12:02pm
13 Change Notes ( view )

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Burn 'Em Redux

Description
AI CANNOT USE FLAMETHROWERS YET, BUT IF YOU REMOTE CONTROL THEM THROUGH ZEUS YOU WILL BE ABLE TO USE FLAMETHROWER!!!

Mods that use Burn Em:
TIOW 40K: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2916347348
Halo Flamethrowers: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3255508422


The stable flamethrowers, molotovs and other fire related stuff that do not kills your fps?!
Yes, and yes!

Original Burn Em is outdated, messy peice of code. This system was rewriten from scratch. I cannot update old version since my friend, PhoenixTREAL cannot access his steam. Ttherfore i am presenting you new version - Burn Em Redux!


What this mod adds?
  • Two WW2 era flamethrowers (German and American ones)
  • Incendiary Grenades and Molotov cocktails
  • Full Community Framework (You can make your own flamethrowers or edit existing ones!)
  • Support for any fire damage (SOG White phosphorus, ACE3 and other Incendiary ammunition), as long as they deal vanilla fire damage
  • Support for most of my mods and custom creatures that exist in workshop



What will be added in a future
  • More ww2 flamethrowers (Possibly)
  • Updates and Support for Community Framework (right now you cannot add your own Incendiary Grenades and Molotov cocktails)
  • Bug and optimisation fixes (Obviously)


If you want to know how to add your own flamethrowers - please join my discord - https://discord.gg/UJfDvdyr7w

Main Credits:
Arma 3 community - inspiration.
PhoenixTREAL - original flamethrower and molotov models.
Bohemia Interactive - For awesome game and platform!
Matthijs - time calculation script
My Patreons - thank you guys for support, you are the best!
Popular Discussions View All (2)
3
28 Mar, 2023 @ 8:09pm
fire
Azael-San
1
25 Oct, 2024 @ 9:24am
Can be used by AI?
BURAN-24
173 Comments
GoldenSlav 2 Oct @ 5:01am 
@WebKnight
Hello, for some reason flamethrowers for IFA and Iron Fronts appear without their fuel, any idea why?
Mrakos 11 Sep @ 2:00am 
@WebKnight
Hi WK, any chance of making the molotov fire fx a little more compatible with Cinematic Lens Flare please? Currently it looks a bit odd when they are used together...
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=878502647
WebKnight  [author] 31 Aug @ 8:04pm 
@Astral Mist put this into your mission init.sqf file to disable any screaming caused by flamethrowers/molotovs etc
Flame_Death_Scream = {};
Astral Mist 31 Aug @ 11:00am 
Immersed, yeah, but really not in the way that he wanted to be. Until a toggle or somesuch like that is made, I've basically just had to severely limit the use of flamethrowers in my mission, which is a shame.
Noble 1 Aug @ 8:27am 
yo @Astral Mist thats crazy he must of felt really immersed tho lol
Astral Mist 11 Jun @ 1:29pm 
This is a bit of an odd request, but could you have a clientside toggle for the sound people make when they die from fire in the addon options? One of the people in my unit used to be a paramedic, and the sound was thoroughly distressing for him.
Avibird 6 May @ 6:17am 
Hey I can't get the flamethrower is the work. Do I need to sync a module or just enable the mod itself.
K1NG_J3W 24 Mar @ 11:18pm 
Compatability with thehungryhippo's Dismemberment + gore mod would be awersome! Hoping this gets added. Thanks for your work Webnight and hippo
thehungryhippo 9 Mar @ 8:59am 
Hey @Webknight, would it be possible for you to add compatibility with my mod dismemberment+gore (its a spinoff of bloodlush and headgore which adds dismemberment and burning) - I think our two mods would go together, as my mod allows the unit to get burned to a char by explosions, i think it would be fantastic if your mod triggered my mods burn effect

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3226850988

I cant figure any way of making your mod trigger mine without modifying.

If you did decide to integrate compatibility, would you be able to add the following line at the end of your burn handler?

_burnTime = 30;
if (getLoadedModsInfo findIf {_x#7 == "3226850988"} != -1) then {
[_unit, _burnTime] spawn WIH_UnitFire;
};

This would make your trigger mine

Cheers!
WebKnight  [author] 18 Feb @ 12:04pm 
@Alexei Stukov thats why ai cant use flamethrowers rn, its because it works in a completly different way