In PB2 to make a good looking custom gun in level editor you need to add a muzzle flash effect to it and even better - a smoke coming from ejection port and ejected case drop effect (if you want realism). This requires some time-consuming triggerwork. It takes even more time if you use multiple decorations for each effect. Don't forget all the glitches that come out if you mess up with timers and decor visibility action. I can also mention the problem when in multiplayer you don't see the effect like you do in singleplayer.
My idea is to make this whole system work simpler and glitch-free by adding extra lines in gun properties that would replace manual triggerwork. Imagine you click on a gun object and see something like this:
ID: #gun*1
Effect 1 type: decoration switch
Effect 1 decoration 1: #decor*1
Effect 1 decoration 2: #decor*2
[press + to add extra line]
Everything else (decoration offset, size, color, visibility) is unchanged and set manually like we do it today.
Additionally "Call trigger when gun fired" and "Call trigger when gun reloaded" lines can be added. They can look like this:
ID: #gun*1
Effect 2 type: call trigger on shot
Effect 2 target : #trigger*1
ID: #gun*1
Effect 3 type: call trigger when reloaded
Effect 3 target: #trigger*2
This idea is for PB3, but maybe this can be added to PB2 too? Because I see some people try to make a muzzle flash effect in level editor but it just works and looks terrible in game. Mainly because of how muzzle flash decoration stays on the gun longer than it should (even when it's on the back or dropped) and doesn't even disappear in-between shots like it happens in other games and real life. So adding this idea into PB2 would open better possibilities for current level developers too and maybe motivate them to make some new maps?