Hi, Great idea. Maybe using the machinegun itemspawner (weapon item) And changing damage type into fire. Then adding a custom shoot fx with multiple fire fx. But you'll need the devtools to pick some fx emitter and particle scripts. To know where fx scripts are in devtools folder: At 2:15 https://m.youtube.com/watch?v=FqXrDcKQnCw You need to modify fx emitter presets file or add some new Script with import function then, create a new fx emitter preset with the same fx id as your fire_big_emitter.fx and fire_big_particle.fx (you can make a sequence fx too if you want) then type this fire_big under shootfx item slot . (fire_big is an example and does not exist in fx as far as i know. You can use the spawn() functions in sequence fx scripts To spawn multiple fx , lights or even sounds into your custom fx. I made a camera item with some custom 3d model i created and i added 3 omnidirectionnal light fx to it. I used the toygun weapon item and modified this inventory_gen.scr so that it does not shoot and that it use the custom fx emitters i created. It works perfectly, you can turn camera lights with left click And zoom with right click. The light duration is set by keyf loop , 0.00000 keyf to 18.00000 keyf in fx script. You can set each fx location in the fx script. Spawn function is only available in sequence scripts. The camera item i made is not a mod but a custom map Feature and the map still under development and not available to public so i can't show you the files but i hope This will help you for the flame thrower. Ps: Maybe using another category type weapon, throwable grenade or something instead of throwable liquid or firearm could let you make the flamethrower portable , i mean that category type firearm is meant to shoot bullets , and setting the ammo count to 0 would make a weapon without the possibility to make damage on the enemies.