Garry's Mod

Garry's Mod

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Molotov Cocktail (w/ vFire Support!)
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun
File Size
Posted
Updated
4.922 MB
7 Aug, 2018 @ 9:47pm
20 Sep, 2024 @ 2:00pm
14 Change Notes ( view )

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Molotov Cocktail (w/ vFire Support!)

Description
Let's burn it all down.

A Molotov for GMod. Simple point and hold interface. Left click to throw, right click to toss gently. The Molotov can either be thrown hard at a surface to cover it in a fiery inferno, or it can be rolled or dropped into a room and then shot! Extra ammo can be spawned by going to Entities and spawning a Molotov Bottle and walking over it. Be careful though, as any wayward spark or flame could ignite it.

If vFire is installed, the Molotov will use vFire for effects and damage and can be found under the vFire Weapons category. You can subscribe to vFire here (it's fun!): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1525218777

VPhysics Jolt is not supported due to its lack of collision groups and will result in broken behaviour when you use this.

Molotov Cocktail model originally created by Sofemon and fixed by Sierra Foxtrot. Textures by myself!

--

This is the only OFFICIAL Molotov Cocktail SWEP (ie: the one I have made here). If you get it from somewhere else, I am not responsible for how it works or doesn't. You have been warned.

FYI: If you were previously subscribed to this addon prior to 2022 and use this in your custom server addons, the weapon class changed from weapon_nmrih_molotov to weapon_molotov and will need updated in your scripts! Everything else should work the same without any changes as the latest update was mainly the model and molotov behaviour update and many, many bugfixes. Make sure you're subscribed to the latest version so you don't miss out on them! Comments complaining about the new model as of 2022 will be removed. If you want a NMRIH Molotov, unsubscribe from my addon and go here instead: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1131571561
Popular Discussions View All (2)
8
15 Jan, 2024 @ 6:37am
Water? Zero fu cks given
Wastl
0
12 Jun, 2024 @ 2:21pm
Weapon changing when someone spawns molotov tool
Himothy Hotdog
212 Comments
Doom Slayer 30 Jun @ 10:52am 
great, thanks :profgenki:
Urist McVulp  [author] 29 Jun @ 11:01pm 
as long as I'm credited do whatever you want, sounds good to me
Doom Slayer 29 Jun @ 10:29pm 
Do you mind if I will try to adapt it for VR and add it to my version of ArcVR in case of successes? It would really benefit a working molotov :gman:
bigbilly22 24 Jun @ 5:19pm 
Thank you I'm gonna download a walmart map with this too
Minion Kanye West 22 Jun @ 7:49am 
do npcs work with the weapon?
Link 22 May @ 9:53pm 
obviously ive never actually published any mods but im just doing it because i cant stand the performance shitshow it gives me with the standard physics
Link 22 May @ 9:52pm 
I don't know much about lua coding but i always used chatgpt for patches like i am doing right now for zippy's gore mod.. the vphysics just has them disintegrate the second they touch the floor weirdly as if they were flying at mach 10 lol
Urist McVulp  [author] 22 May @ 9:43pm 
If it was as easy as just extending the range at which a molotov spawns, I would have already made a toggle for it, but that only fixes one of the many problems, because unfortunately, I am using all of the functions given to me by the engine, of which vphysics Jolt apparently doesn't give a crap about.
Urist McVulp  [author] 22 May @ 9:41pm 
It's scripted this way because it's far more efficient than using ents.FindInSphere or running a line trace to every player like some other grenades I've seen (wtf). It works in the base game without any problems and would work in any other Source game if it was changed to use C++. The fact that Jolt has seemingly gone years without adding in the rest of the collision groups and have only just as recently as last year added working nocollide to the world definitely does not speak to a fast development cycle nor do they seem to actually care about adding in compatibility for addons, judging by the complete lack of responses to any of the issues opened on their GitHub.
Urist McVulp  [author] 22 May @ 9:33pm 
I also set collision groups on the entity that literally creates and maintains the fire and deals damage to whoever steps inside of it. It's not a "just do X and Y" type fix.