Yeah I know. Soz about the delay. :'( What has happened is this. We can't release it as a stand-alone script because of the way it is integrated into the mod. I am VERY sorry about this. On the positive side when the OPGWC mod is released you will have full access to it.
I am truely sorry it can't be released as a stand-alone....it would take to long, and ChupChup who is making our scripts has a new job that is keeping him busy. Also the 1.91 thing changed a few bits.
I will tell you the basics of how things are being done. Anything that you want to be able to explode/burn needs a name. That name is passed onto an array of "burnable" objects. When they reach a threashold level of damage they are passed to another array of "burning" objects and a script that simulates an explosion. Then it is passed to another script where smoke/fire is executed, and to another script where the smoke/fire dies down. Once these scripts have finished it is passed to another array where it stays....not "burnable" or "burning"
Whilst in the "burning" array it is possible for a soldier to catch on fire by being to close to a burning object. This is done by checking the distance from an object on the "burning" array list against the soldiers. Again, if the distance is small enough then the soldier is passed to a "burning" array...but a different one (burning men can't set barrels alight). A series of scripts are executed that make the unit burn, run off in a random direction, then die and smoulder for a bit!
The problem is getting the right things to set off the right things. You want a burning barrel to be able to set off a man, but not the other way around. So working out what objects have to be passed from which array to which array, and execute which scripts is a time consuming business, especially when 1.91 was thrown into the mix. Getting things to set other things off at the right damage levels etc etc takes some effort.
When the barrels shoot up it's because there is a grenade (I think) camcreated about 10m underneath them, and setdamaged to 1. It explodes and the barrel goes flying
This way you get some nice random effects. In our tests the explosion never looks the same twice.
Hope that gives you some idea of what the workings are (I'm not the best at explaining it....I make islands and textures...) Ideally it will be set up in the mod so all mission makers will have to do is name any object that they want scripts to apply to, and edit an init.sqs with a few true/false conditions. You won't even have to type anything into the init line of an object. But integrating these things is a big job, mainly because there are a whole load of scripts we are hoping to implement...and getting them to all tie together....damage levels, random conditions, what if this sets off this?? etc etc is damm fiddly stuff!
So finally I apologise that they aren't available at the moment, I hope what I've said gives you some idea of how they will work, and I hope you all download the 1.00 Version of the OPGWC Mod when it is released.