Creation of Flame Rounds v2
by Naruto 607

This is a little tweak of grenade launcher rounds in WeaponInfo.xml and TLAD or TBoGT explosionFx.dat to make the grenade launcher fires
FLAME ROUNDS like in Resident Evil: Outbreak and Fallout New Vegas, now in v2. It's time to burn the cops' and zombies' asses with FLAME ROUNDS, yo!

This mod works for default TLAD and TBoGT Grenade Launchers, and I've been playing it in TBoGT for hours.
Also, it works well if you have:

Milkor MGL-140 mod by 9SYcHO, requested by me
China Lake mod by 9SYcHO, requested by me
A-35 MGL mod by butterhole
M79 Grenade Launcher mod in HQ version by Nobeus, and
M79 Grenade Launcher mod in LQ version by GRIM.
(Note that XM25 is not presented in this mod, cause it's pretty weird if you apply it [noone wants an XM25 in MW3 with flame rounds], but I presented it with great Physics Force like the MW3)

How to install:
1.	You must have one of the mods listed above. You can search it by typing "grenade launcher" on the Search Box in gta4-mods.com.
2.	Open up TLAD or TBoGT WeaponInfo.xml with Frontpage or Adobe Dreamweaver and scroll to <weapon type="EPISODIC_1"> or <!-- GRENADE LAUNCHER --> line. Follow the steps below:
2a.	If you installed the M79 Grenade Launcher mod, change the Damage Type to FIRE, or you can paste this line below:
	<!-- GRENADE LAUNCHER -->
	<weapon type="EPISODIC_1">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="FIRE" group="GRENADE" targetrange="30.0" weaponrange="999" clipsize="x" ammomax="y" timebetweenshots="800">

(Note that the Clip Size and Ammo Max are in variables x and y. Change the x variable to 1 and y variable to 2 at minimum, 8 at maximum, or 10000 for infinite ammo style)
2b.	If you installed the A-35 MGL by butterhole, change the Damage Type to FIRE, or you can paste this line below:
	<!-- GRENADE LAUNCHER -->
	<weapon type="EPISODIC_1">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="FIRE" group="GRENADE" targetrange="30.0" weaponrange="999" clipsize="6" ammomax="24" timebetweenshots="800">

2c.	If you installed either Milkor MGL 140 mod or China Lake mod by 9SYcHO, change the Damage Type to FIRE, or you can paste this line below:
	<!-- GRENADE LAUNCHER -->
	<weapon type="EPISODIC_1">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="FIRE" group="GRENADE" targetrange="30.0" weaponrange="999" clipsize="x" ammomax="y" timebetweenshots="800">

(Note that the Clip Size and Ammo Max are in variables x and y. Change the x variable to 4 (for China Lake) or 6 (use Step 2b) and y variable to 8 (China Lake) or 12 (MGL-140) at minimum, 48 at maximum, or 10000 for infinite ammo style)

3.	After that, let's tweak the Grenade Rounds info. Scroll to <!-- GRENADE for GRENADE LAUNCHER (not usable as a thrown weapon on its own) --> line or <weapon type="EPISODIC_5"> line and paste the line below:
	<!-- GRENADE: FLAME ROUNDS for GRENADE LAUNCHER (not usable as a thrown weapon on its own) -->
	<weapon type="EPISODIC_5">
		<data slot="THROWN" firetype="PROJECTILE" damagetype="FIRE" group="GRENADE" targetrange="1000.0" clipsize="1" stattype="EPISODIC_1">
			<damage networkplayermod="2.0" networkpedmod="1.0"/>

			<projectile type="IMPACT">
				<explosion type="EPISODIC_1"/>
				<physics force="160.0"/>
			</projectile>
		</data>

		<assets model="w_ex_grenade">
			<effects>
				<trail fx="weap_pipe_bomb_trail"/>
			</effects>
		</assets>
	</weapon>

(Note that Assets Model 'w_ex_grenade' is in variable style. Change the x variable to the game you are using. TLAD is w_e1_grenade and TBoGT is w_e2_grenade)
4.	Save the file and close.
5.	Now open up TLAD or TBoGT explosionFx.dat file with Notepad in:
GTA IV with EFLC as DLC dir for TLAD: C:\Program Files\Rockstar Games\Grand Theft Auto IV\EFLC\TLAD\common\data\effects
GTA IV with EFLC as DLC dir for TBoGT: C:\Program Files\Rockstar Games\Grand Theft Auto IV\EFLC\TBoGT\common\data\effects
EFLC Full Installation + IV Core for TLAD: C:\Program Files\Rockstar Games\EFLC\TLAD\common\data\effects
EFLC Full Installation + IV Core for TBoGT: C:\Program Files\Rockstar Games\EFLC\TBoGT\common\data\effects
	and paste this line under '# Grenade launcher' line.
EPISODIC_1		50.0		7.5		2.0		1.0		8.0		 50.0		-1.0		30.0		0.002			0.0		0.0		exp_molotov		exp_molotov_air		1.0		0	0	0.0	0.0	0.6	EPISODIC_5	0		1.0	0.4	0.0	200.0	24.0	0.3	2
	Save the file and close.
6.	Play EFLC and choose either TLAD or TBoGT, then burn the cops' and zombies' asses with FLAME ROUNDS, yo!

I also presented the tweaked XM25 line and MGL 140 line for 9SYcHO's XM25 mod and Milkor MGL 140 mod, so when you apply the normal style, it won't shoot out like assault rifle.
Of course you must tweak the TLAD or TBoGT default.ide file in common\data folder to minimize game crashing when using your favourite XM25 or MGL-140.
Thanks to 9SYcHO for the weapon request. Hope you last forever and God bless you.
Have fun!

v2 Changes:
- Adjusted Pitch Offset to 0.0 for all types of 9SYcHO's WeaponInfo Gren. Launcher mods
- Added Screen Shots to let you know what does this mod do on cops or when in mission.
	I'd taken those from my Blood Prison Guns Pack mod, because there is a China Lake that pucks out flame rounds.
- More Physics Force and increased target range with no fuse time, so it will not explode before it reaches the target you desire.
	It will be more effective if you deal the NOoSE Gunships with it, cause it will burn the gunners if you hit the center of the gunship
- Added custom China Lake WeaponInfo for TBoGT, which can puck out the used slugs just like shotgun do when it's fired.
- XM25 WeaponInfo is now edited to puck out the used slugs just like the China Lake one.
	On those two there will be a bug that it pucks out the red slugs instead of copper-plated grenade slugs since it's commonly used on shotguns.
- NEW: Red shells on its head for EFLC Grenades (maybe unfamiliar, maybe not, XD)
	To install, open SparkIV or OpenIV and import both w_e1_grenade or w_e2_grenade files to weapons_e1.img or weapons_e2.img.
	Save, rebuild, and close

v1 Changes:
- First Release

Future plans for v3 (Beta Test):
- When the grenade hits, the projectile damage on explosionFx.dat for Episodic 1 decreased 80% of normal for center and edge, or if possible, it will tweaked to be same as Molotov damage.
- Altered gun@m40a1 to gun@rifle (on TBoGT default.ide) for MW3-styled XM25 WeaponInfo tweak (this is the part I'm working on, because I'm worried if this might crash the game if I use the gun@m40a1 anim on WeaponInfo, while in the IDE, it's written gun@rifle).
	This alter might be work or not at all, because I got my issue that the weapon (Grenade Launcher) cannot spawn with SNT, by cheating, or when buying it either from Armando (TBoGT) or Clay (TLAD).