[quote=&quot;ProfChaos&quot;]Loving it! That Rifle ROCKS!

One question though (since I am new at this!) What are you using to edit/create the Rifle? I have made some changes in the class files that I would like to see, but I figure I now need to compile them, correct? 

Here's some ideas I had for it:

Replace &quot;setRifleDamage&quot;  with two lines:

&quot;setMovingRifleDamage=45&quot;    and
&quot;setStillRifleDamage=90&quot;

then you set your &quot;setMovingFireRate&quot; to the .1
and the &quot;setStillFireRate&quot; to something slower like .8

What this would accomplish is making your rifle have two modes - Fast and furious run-gun rifle (like it is now) and then when you are sniping, the rifle shoots real slow, but is extremely lethal! This accomplishes two things - makes you run-n-gun more, and forces the campers to become real snipers instead of squatting point-leaching campers!

So, can this be done?

We appreciate your work on this already! IGSClan is very happy with it![/quote]

Thanks!

Mysterial over at Epic posted a tutorial on how to compile a mod for UT3.  It's a bit different than previous versions of UT.  You can look through the thread and it will give you more hints on things to do:

http://forums.epicgames.com/showthread.php?t=584867

I plan on working on the rifle this weekend since there are some pending requests from people that I wanted to take care of so I can put this in the list.

Essentially how the rifle knows if someone is running or not is from this:

[code:1:63809446f2]	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:1:63809446f2]

And you can create a function called ProcessInstantHit() in your rifle class to process the damage.  This is what it is default:

[code:1:63809446f2]simulated function ProcessInstantHit&#40; byte FiringMode, ImpactInfo Impact &#41;
&#123;
	if &#40;Impact.HitActor != None&#41;
	&#123;
		Impact.HitActor.TakeDamage&#40; InstantHitDamage&#91;CurrentFireMode&#93;, Instigator.Controller,
						Impact.HitLocation, InstantHitMomentum&#91;FiringMode&#93; * Impact.RayDir,
						InstantHitDamageTypes&#91;FiringMode&#93;, Impact.HitInfo, self &#41;;
	&#125;
&#125;[/code:1:63809446f2]