[quote:988e109935]I see that the damage is backwards, 40 when sitting and 200 when running? So I reversed the two. Seems good, except that my firing rates are still reversed! Ahen I run it shhots real slow and when I snipe, it shoots fast. I went into the defaults and made sure of the fire rates there and made changes as neccessary, but still no change[/quote:988e109935]

Yeah, if you go a few posts back this is basically how that if statement works:

[code:1:988e109935]	if&#40;&#40;Owner.Physics != PHYS_Falling &amp;&amp; Owner.Physics != PHYS_Swimming &amp;&amp; Pawn&#40;Owner&#41;.bIsCrouched&#41; || Owner.Velocity == 0 * Owner.Velocity&#41;
	&#123;
                           // Stuff to do when the shooter is not moving or crouched.
	&#125;
	else
	&#123;
                          // Stuff to do when the shooter is moving.
	&#125;[/code:1:988e109935]

As far as running and sniping firing speeds- that's intentional but I left config variables for people who want the zark-style run-n-gun etc...  I can't tell you what's going on with your rifle.  I'm guessing you changed the code somehow when you were messing with damage?  The mutator class transfers the variable values to the rifle class so it may of messed up when you changed the name (also note that both the rifle and mutator class have values in the defaultproperties for firing rate):

class'dFb_Ultra_Rifle7rc1.dFb_Ultra_Rifle'.default.setStillFireRateR=setStillFireRate;
class'dFb_Ultra_Rifle7rc1.dFb_Ultra_Rifle'.default.setMovingFireRateR=setMovingFireRate;

Probably not related (but important to know)- when you bring the rifle into a multiplayer match you end up dealing with what's called &quot;replication&quot;.  My rifle has to replicate most of the server config variables to the client.  Otherwise the client will get the values from the defaultproperties, a local config file or it will end up just being &quot;None&quot;.  When you hardcode the numbers (zoom max, rifle damage etc...) you don't really get replication problems but my rifle has a bit of config variables that need to be sent from the server to the client.  If you have replication problems with the firing speed- on the server side it will be firing fast for running and slow for sniping but on the client you'll get the animations etc... of something different.

I should have a replication block in the rifle class:

[code:1:988e109935]replication
&#123;
	if&#40;Role == ROLE_Authority&#41;
		setStillFireRate, setMovingFireRate, bMovingAccuracy,
		bStillAccuracy, setZoomMax, setZoomRate;
&#125;[/code:1:988e109935]

Which basically means if the variables change on the server side, replicate it to the client.

Here's some links that may help you get to know replication.  There are some replication changes in UT3 so they're not the best.

http://wiki.beyondunreal.com/wiki/Introduction_To_Replication
http://unreal.epicgames.com/Network.htm