Also, in the motion detect coding if I just add the &quot;setRifleDamage=##&quot; such as:

	if((Owner.Physics != PHYS_Falling &amp;&amp; Owner.Physics != PHYS_Swimming &amp;&amp; Pawn(Owner).bIsCrouched) || Owner.Velocity == 0 * Owner.Velocity)
	{
		SetTimer(setStillFireRate * ((UTPawn(Owner)!= None) ? UTPawn(Owner).FireRateMultiplier : 1.0), false, 'RefireCheckTimer');
		[color=red:a4c5f214d8]SetTimer(setRifleDamage=100)[/color:a4c5f214d8]
	}
	else
	{
		SetTimer(setMovingFireRate * ((UTPawn(Owner)!= None) ? UTPawn(Owner).FireRateMultiplier : 1.0), false, 'RefireCheckTimer');
		[color=red:a4c5f214d8]SetTimer(setRifleDamage=33)[/color:a4c5f214d8]
	}



Would that do it?

EDIT: NOPE!!!!!! That doesn't work, but this passed compiler checks:

[code:1:a4c5f214d8]	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;
		SetTimer&#40;setStillFireRate * &#40;&#40;UTPawn&#40;Owner&#41;!= None&#41; ? UTPawn&#40;Owner&#41;.FireRateMultiplier &#58; 1.0&#41;, false, 'RefireCheckTimer'&#41;;
		setRifleDamage=100;
	&#125;
	else
	&#123;
		SetTimer&#40;setMovingFireRate * &#40;&#40;UTPawn&#40;Owner&#41;!= None&#41; ? UTPawn&#40;Owner&#41;.FireRateMultiplier &#58; 1.0&#41;, false, 'RefireCheckTimer'&#41;;
		setRifleDamage=33;
	&#125;[/code:1:a4c5f214d8]