#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\] Melter

##

- **BFG Major Mike**
- ![BFG Major Mike's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar12159.jpg?1767167089)
- BFG Commando
- ![BFG Commando](https://www.realm667.com/media/kunena/ranks/rank_8_bfgcommando.png)

 Less More- Posts: 163
-
-
-
-

   2 years 8 months ago [\#11158](#11158) by BFG Major Mike  Replied by *BFG Major Mike* on topic *[\[SUBMISSION\] Melter](https://www.realm667.com/forum/closed-submissions/1956-submission-melter?start=10#11158 "Info

Name: Melter
Class: 6
Type: Beam
Palette: Doom
Summon: Melter
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No

Description:
Originally developed by the UAC as a mining tool, they quickly realised the Melter's deadly potential.
Powered by standard UAC cell packs, it fires a highly concentrated plasma beam within a limited range.
The weapon is prone to overheating, the built-in display will warn the user of high temperatures.
If the temperature reaches dangerous levels, the weapon will shut down until it has cooled off.
Allows installation of up to 3 heatsinks, each heatsink will prolong the firing duration by 33%.
Heatsinks will be automatically installed when picked up.

Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Aegersum, Reinsamba, Wildweasel, Verum384, DeVloek
Sprites: Zrrion, id Software, DeVloek
Sprite Edit: DeVloek
Idea Base: Thunderbolt from Quake

Sprite preview

Download
https://drive.google.com/file/d/1Ij0aFR7ishc2xs9jlLNTVm5cDTWssKuP/view?usp=sharing

The weapon's display doesn't show actual temperatures, it's just a simple gauge that goes from green to red when you keep holding the fire button. I added the °C only for the flavor, american modders can easily replace it with an °F, instructions are at the top of the ZSCRIPT file.
Heatsinks are separate items that have to be picked up. The small red lights on the weapon indicate how many heatsinks are installed.")*

 I think there's 2 possible ideas that could be added to this.

1. Make the beam pass through enemies.
2. If possible, I'd add a mod or like an attachment which can be added to the gun to either fully remove the over heat or make it slower to overheat.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy8xOTU2LXN1Ym1pc3Npb24tbWVsdGVyP3N0YXJ0PTEw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DeVloek**
- ![DeVloek's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar11145.png?1542216928) Topic Author
- Arachnotron
- ![Arachnotron](https://www.realm667.com/media/kunena/ranks/rank_10_arachno.png)

 Less More- Posts: 416
-
-

   2 years 8 months ago - 2 years 8 months ago [\#11159](#11159) by DeVloek  Replied by *DeVloek* on topic *[\[SUBMISSION\] Melter](https://www.realm667.com/forum/closed-submissions/1956-submission-melter?start=10#11159 "Info

Name: Melter
Class: 6
Type: Beam
Palette: Doom
Summon: Melter
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No

Description:
Originally developed by the UAC as a mining tool, they quickly realised the Melter's deadly potential.
Powered by standard UAC cell packs, it fires a highly concentrated plasma beam within a limited range.
The weapon is prone to overheating, the built-in display will warn the user of high temperatures.
If the temperature reaches dangerous levels, the weapon will shut down until it has cooled off.
Allows installation of up to 3 heatsinks, each heatsink will prolong the firing duration by 33%.
Heatsinks will be automatically installed when picked up.

Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Aegersum, Reinsamba, Wildweasel, Verum384, DeVloek
Sprites: Zrrion, id Software, DeVloek
Sprite Edit: DeVloek
Idea Base: Thunderbolt from Quake

Sprite preview

Download
https://drive.google.com/file/d/1Ij0aFR7ishc2xs9jlLNTVm5cDTWssKuP/view?usp=sharing

The weapon's display doesn't show actual temperatures, it's just a simple gauge that goes from green to red when you keep holding the fire button. I added the °C only for the flavor, american modders can easily replace it with an °F, instructions are at the top of the ZSCRIPT file.
Heatsinks are separate items that have to be picked up. The small red lights on the weapon indicate how many heatsinks are installed.")*

 *"You forgot to add the flag in the Overheat state, so it still jitters."*

I didn't forget it, I uploaded the pk3 to my google drive instead of the zip, so the download link didn't update *facepalm*
Well that happens when I try to do things in a rush, should have done it later that night like I said I'd do.
The zip file is up-to-date now.

*"1. Make the beam pass through enemies.
2. If possible, I'd add a mod or like an attachment which can be added to the gun to either fully remove the over heat or make it slower to overheat."*

Not sure if I'm a fan of pass-through or if it's even possible, but I'll try some things. I think the time to overheat is fine but maybe I can make it configurable.
I guess the damage would have to be nerfed if the weapon gets passthrough and/or slower/no overheat.

edit: Passthrough is possible, but still not sure if I like it. It makes the weapon kinda overpowered imo.

another edit:
as per Mike's suggestion, I added a heatsink functionality to the weapon. It's an item than can be picked up, the more heatsinks you have the longer you can fire without overheating. I'm thinking like 33% increased heat tolerance per heatsink installed, with a maximum of 3 heatsinks.
Now all I need is a proper pickup sprite and a way to tell the player how many heatsinks they have installed. The display is already full but I'll figure something out.

 Last edit: 2 years 8 months ago by DeVloek.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy8xOTU2LXN1Ym1pc3Npb24tbWVsdGVyP3N0YXJ0PTEw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BFG Major Mike**
- ![BFG Major Mike's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar12159.jpg?1767167089)
- BFG Commando
- ![BFG Commando](https://www.realm667.com/media/kunena/ranks/rank_8_bfgcommando.png)

 Less More- Posts: 163
-
-
-
-

   2 years 8 months ago [\#11160](#11160) by BFG Major Mike  Replied by *BFG Major Mike* on topic *[\[SUBMISSION\] Melter](https://www.realm667.com/forum/closed-submissions/1956-submission-melter?start=10#11160 "Info

Name: Melter
Class: 6
Type: Beam
Palette: Doom
Summon: Melter
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No

Description:
Originally developed by the UAC as a mining tool, they quickly realised the Melter's deadly potential.
Powered by standard UAC cell packs, it fires a highly concentrated plasma beam within a limited range.
The weapon is prone to overheating, the built-in display will warn the user of high temperatures.
If the temperature reaches dangerous levels, the weapon will shut down until it has cooled off.
Allows installation of up to 3 heatsinks, each heatsink will prolong the firing duration by 33%.
Heatsinks will be automatically installed when picked up.

Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Aegersum, Reinsamba, Wildweasel, Verum384, DeVloek
Sprites: Zrrion, id Software, DeVloek
Sprite Edit: DeVloek
Idea Base: Thunderbolt from Quake

Sprite preview

Download
https://drive.google.com/file/d/1Ij0aFR7ishc2xs9jlLNTVm5cDTWssKuP/view?usp=sharing

The weapon's display doesn't show actual temperatures, it's just a simple gauge that goes from green to red when you keep holding the fire button. I added the °C only for the flavor, american modders can easily replace it with an °F, instructions are at the top of the ZSCRIPT file.
Heatsinks are separate items that have to be picked up. The small red lights on the weapon indicate how many heatsinks are installed.")*

 Yippee

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy8xOTU2LXN1Ym1pc3Npb24tbWVsdGVyP3N0YXJ0PTEw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DeVloek**
- ![DeVloek's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar11145.png?1542216928) Topic Author
- Arachnotron
- ![Arachnotron](https://www.realm667.com/media/kunena/ranks/rank_10_arachno.png)

 Less More- Posts: 416
-
-

   2 years 8 months ago [\#11161](#11161) by DeVloek  Replied by *DeVloek* on topic *[\[SUBMISSION\] Melter](https://www.realm667.com/forum/closed-submissions/1956-submission-melter?start=10#11161 "Info

Name: Melter
Class: 6
Type: Beam
Palette: Doom
Summon: Melter
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No

Description:
Originally developed by the UAC as a mining tool, they quickly realised the Melter's deadly potential.
Powered by standard UAC cell packs, it fires a highly concentrated plasma beam within a limited range.
The weapon is prone to overheating, the built-in display will warn the user of high temperatures.
If the temperature reaches dangerous levels, the weapon will shut down until it has cooled off.
Allows installation of up to 3 heatsinks, each heatsink will prolong the firing duration by 33%.
Heatsinks will be automatically installed when picked up.

Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Aegersum, Reinsamba, Wildweasel, Verum384, DeVloek
Sprites: Zrrion, id Software, DeVloek
Sprite Edit: DeVloek
Idea Base: Thunderbolt from Quake

Sprite preview

Download
https://drive.google.com/file/d/1Ij0aFR7ishc2xs9jlLNTVm5cDTWssKuP/view?usp=sharing

The weapon's display doesn't show actual temperatures, it's just a simple gauge that goes from green to red when you keep holding the fire button. I added the °C only for the flavor, american modders can easily replace it with an °F, instructions are at the top of the ZSCRIPT file.
Heatsinks are separate items that have to be picked up. The small red lights on the weapon indicate how many heatsinks are installed.")*

 Updated the download file with the latest changes.

Now you can install heatsinks to prolong the firing duration. I drew the heatsink sprite myself from scratch, so it's not really good but I hope you can tell it's supposed to be a heatsink ^^ Also I decided against nerfing the damage, I think it's pretty cool that the weapon can be upgraded in that way and I didn't want to punish the player like that. It's an immersive way to make the weapon gradually stronger and mapmakers can always put the heatsinks in secret areas or don't include them at all in their map if they feel it's too strong.

Speaking of nerfing the damage, I did some more experiments with a passthrough beam. I tried to reduce the damage for each consecutive target that is hit, like the 1st target takes full damage, the 2nd one behind the 1st takes only 80% damage and so on. But in the end I was only able to reduce the total damage for all targets hit. I didn't wanna waste any more time on something I'm not a fan of to begin with so I scratched that idea. I'm sure it's possible somehow, I just didn't have the time and patience to figure it out.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy8xOTU2LXN1Ym1pc3Npb24tbWVsdGVyP3N0YXJ0PTEw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **Gothic**
- ![Gothic's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar320.png?1619787674)
- Moderator
- ![Moderator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 1329
-
-
-

   2 years 8 months ago [\#11171](#11171) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] Melter](https://www.realm667.com/forum/closed-submissions/1956-submission-melter?start=10#11171 "Info

Name: Melter
Class: 6
Type: Beam
Palette: Doom
Summon: Melter
Ammo Type: Cell
Altfire: No
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No

Description:
Originally developed by the UAC as a mining tool, they quickly realised the Melter's deadly potential.
Powered by standard UAC cell packs, it fires a highly concentrated plasma beam within a limited range.
The weapon is prone to overheating, the built-in display will warn the user of high temperatures.
If the temperature reaches dangerous levels, the weapon will shut down until it has cooled off.
Allows installation of up to 3 heatsinks, each heatsink will prolong the firing duration by 33%.
Heatsinks will be automatically installed when picked up.

Credits
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: Aegersum, Reinsamba, Wildweasel, Verum384, DeVloek
Sprites: Zrrion, id Software, DeVloek
Sprite Edit: DeVloek
Idea Base: Thunderbolt from Quake

Sprite preview

Download
https://drive.google.com/file/d/1Ij0aFR7ishc2xs9jlLNTVm5cDTWssKuP/view?usp=sharing

The weapon's display doesn't show actual temperatures, it's just a simple gauge that goes from green to red when you keep holding the fire button. I added the °C only for the flavor, american modders can easily replace it with an °F, instructions are at the top of the ZSCRIPT file.
Heatsinks are separate items that have to be picked up. The small red lights on the weapon indicate how many heatsinks are installed.")*

 [ Added](https://www.realm667.com/en/repository-18489/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/2583-melter)

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy8xOTU2LXN1Ym1pc3Npb24tbWVsdGVyP3N0YXJ0PTEw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

[Powered by](https://www.realm667.com/forum/credits) [Kunena Forum](https://www.kunena.org)
