Using the Drop:
So far I've managed to create a 'whip' of those 'nades bursting out of 1 spot into a random direction (18th & 19th arguments) for 360 degrees. Also the Velocity is in the drop command, it's the easiest thing to make this 'whip' but when I wan't the shrapnel to burst out at the same time, I just am loosing hair. ;D
_obj = _this select 0
_head = getdir _obj
_posDrop = getpos _obj
_velocity = [0,0,0]
_distance = 0
#Begin
_head = _head + 1
drop ["granat", "", "SpaceObject", 1, 0.75, _posDrop, [25 * sin _head,25 * cos _head, 0.2 + random 1], 1, 0.0045, 0.0042, 0, [0.8,0.8], [[1,1,1,1], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,1,0,1,0,1], 0.000001, 5, "", "", ""]
~1/10000000000000
? _head >= (getdir _obj *3.5) : exit
goto "Begin"
The velocity is the 7th argument(the array) in that drop array. I could possibly drop it at a different position(6th argument) on every time but that'll also be demanding on my hair.
When it comes to determining impact points with dropped particles, I wouldn't go there ;D should I? I think not. There's a possibility to run a script just before a particle is destroyed, into it is passed the position of the particle. But that won't do if it impacts anything before the death of itself.
Well I hope some1 got kicks out of this. For me, well, plain fun