[u:f631f00ddc]1- The sniper accuracy is the same whether running, crouching or standing still. [/u:f631f00ddc]

Look in the dFb rifle. dFb_Ultra_Rifle.uc.  This is the code that changes the accuracy of the sniper rifle.  bStillAccuracy and bMovingAccuracy are config variables:

[code:1:f631f00ddc]simulated function rotator AddSpread&#40;rotator BaseAim&#41;
&#123;
	local vector X, Y, Z;
	local float RandY, RandZ;

	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;
		// We are crouching or standing still.

		if&#40;bStillAccuracy&#41;
		&#123;
			// Accurate
			
			return BaseAim;
		
		&#125;
		else
		&#123;
			// Inaccurate 

			GetAxes&#40;BaseAim, X, Y, Z&#41;;
			RandY = FRand&#40;&#41; - 0.5;
			RandZ = Sqrt&#40;0.5 - Square&#40;RandY&#41;&#41; * &#40;FRand&#40;&#41; - 0.5&#41;;
			return rotator&#40;X + RandY * 0.1 * Y + RandZ * 0.1 * Z&#41;;
		&#125;
	&#125;
	else
	&#123;
		// We are in motion without crouching.

		if&#40;bMovingAccuracy&#41;
		&#123;
			// Accurate

			return BaseAim;
		
		&#125;
		else
		&#123;
			// Inaccurate 

			GetAxes&#40;BaseAim, X, Y, Z&#41;;
			RandY = FRand&#40;&#41; - 0.5;
			RandZ = Sqrt&#40;0.5 - Square&#40;RandY&#41;&#41; * &#40;FRand&#40;&#41; - 0.5&#41;;
			return rotator&#40;X + RandY * 0.1 * Y + RandZ * 0.1 * Z&#41;;
		&#125;
	&#125;
&#125;[/code:1:f631f00ddc]

[u:f631f00ddc]2- The sniper rifle's bullet has that line behind the bullet unfortunately like the default sniper rifle of the game. [/u:f631f00ddc]

Look in the attachment class.  Add this to remove the tracer. dFb_Ultra_Rifle_Attachment.uc.

[code:1:f631f00ddc]simulated function SpawnTracer&#40;vector EffectLocation, vector HitLocation&#41;
&#123;
&#125;[/code:1:f631f00ddc]

[u:f631f00ddc]3- When a player spawns they get the sniper rifle but when they switch to the translocator it shows up like this [/u:f631f00ddc]

Probably a mesh or texture problem.  Look in your log files.  In UT99 if the package wasn't in your UnrealTournament.ini file as a ServerPackage you'd get this but UT3 is different.

[u:f631f00ddc]3- And the clan tag in the scope of the sniper (When zoomed in) [/u:f631f00ddc]

This is the code that draws the zommed crosshair (scope), Notice the &quot;www.dfbgaming.com&quot;. dFb_Ultra_Rifle.uc.  This is a rather hacky crosshair since when UT3 came out there was no redirect at all.  I tried to take the default scope texture and crop it in code so it doesn't take up the whole screen.  Now you can just create a package and add your own crosshair textures and be a bit more creative with it without worrying about download size:

[code:1:f631f00ddc]simulated function DrawZoomedOverlay&#40; HUD H &#41;
&#123;
	local float OldOrgX, OldOrgY, OldClipX, OldClipY;
	local UTPlayerController PC;
	local int curZoomWN;
	local int curZoomMT;

	// the sniper overlay is a special case that we want to ignore the safe region
	OldOrgX = H.Canvas.OrgX;
	OldOrgY = H.Canvas.OrgY;
	OldClipX = H.Canvas.ClipX;
	OldClipY = H.Canvas.ClipY;
	H.Canvas.OrgX = 0.0;
	H.Canvas.OrgY = 0.0;
	H.Canvas.ClipX = H.Canvas.SizeX;
	H.Canvas.ClipY = H.Canvas.SizeY;

	bDisplayCrosshair = false;

	if &#40; &#40;Instigator == None&#41; || &#40;Instigator.PlayerReplicationInfo == None&#41;
		|| &#40;Instigator.PlayerReplicationInfo.Team == None&#41; || &#40;Instigator.PlayerReplicationInfo.Team.TeamIndex == 0&#41; &#41;
	&#123;
		H.Canvas.SetDrawColor&#40;255,48,0&#41;;
	&#125;
	else
	&#123;
		H.Canvas.SetDrawColor&#40;64,64,255&#41;;
	&#125;

	PC = UTPlayerController&#40;Instigator.Controller&#41;;

	// Draw the crosshair
	// Draw the 4 corners
	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;-191.25, &#40;H.Canvas.ClipY*0.5&#41;-190.5&#41;;
	H.Canvas.DrawTile&#40;HudMaterial, 191.25, 190.5, 257, 130, 255, 254&#41;; // Top left

	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;, &#40;H.Canvas.ClipY*0.5&#41;-190.5&#41;;
	H.Canvas.DrawTile&#40;HudMaterial, 191.25, 190.5, 512, 130, -257, 254&#41;; // Top right

	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;-191.25, &#40;H.Canvas.ClipY*0.5&#41;&#41;;
	H.Canvas.DrawTile&#40;HudMaterial, 191.25, 190.5, 257, 384, 255, -254&#41;; // Bottom left

	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;, &#40;H.Canvas.ClipY*0.5&#41;&#41;;
	H.Canvas.DrawTile&#40;HudMaterial, 191.25, 190.5, 512, 384, -257, -254&#41;; // Bottom right

	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;-70.0, &#40;H.Canvas.ClipY*0.5&#41;+194.5&#41;;
	H.Canvas.DrawText&#40;&quot;www.dfbgaming.com&quot;&#41;;

	curZoomWN = int&#40;PC.DefaultFOV/PC.FOVAngle&#41;;
	curZoomMT = &#40;&#40;PC.DefaultFOV/PC.FOVAngle&#41; - int&#40;PC.DefaultFOV/PC.FOVAngle&#41;&#41; * 10;
	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;+70.0, &#40;H.Canvas.ClipY*0.5&#41;-17&#41;;
	H.Canvas.DrawText&#40;&quot;x&quot;$curZoomWN$&quot;.&quot;$curZoomMT&#41;;

	H.Canvas.SetDrawColor&#40;255,0,0&#41;;
	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;-1-&#40;191.25-&#40;191.25*&#40;&#40;PC.DefaultFOV/PC.FOVAngle&#41;/setZoomMax&#41;&#41;&#41;, &#40;H.Canvas.ClipY*0.5&#41;-5&#41;;
	H.Canvas.DrawTile&#40;HudMaterial, 3, 11, 2, 2, 3, 11&#41;;

	H.Canvas.SetDrawColor&#40;255,0,0&#41;;
	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;-1+&#40;191.25-&#40;191.25*&#40;&#40;PC.DefaultFOV/PC.FOVAngle&#41;/setZoomMax&#41;&#41;&#41;, &#40;H.Canvas.ClipY*0.5&#41;-5&#41;;
	H.Canvas.DrawTile&#40;HudMaterial, 3, 11, 2, 2, 3, 11&#41;;

	H.Canvas.SetDrawColor&#40;255,0,0&#41;;
	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;-5, &#40;H.Canvas.ClipY*0.5&#41;-1-&#40;190.5-&#40;190.5*&#40;&#40;PC.DefaultFOV/PC.FOVAngle&#41;/setZoomMax&#41;&#41;&#41;&#41;;
	H.Canvas.DrawTile&#40;HudMaterial, 11, 3, 2, 2, 11, 3&#41;;

	H.Canvas.SetDrawColor&#40;255,0,0&#41;;
	H.Canvas.SetPos&#40;&#40;H.Canvas.ClipX*0.5&#41;-5, &#40;H.Canvas.ClipY*0.5&#41;-1+&#40;190.5-&#40;190.5*&#40;&#40;PC.DefaultFOV/PC.FOVAngle&#41;/setZoomMax&#41;&#41;&#41;&#41;;
	H.Canvas.DrawTile&#40;HudMaterial, 11, 3, 2, 2, 11, 3&#41;;

	// restore the canvas parameters
	H.Canvas.OrgX = OldOrgX;
	H.Canvas.OrgY = OldOrgY;
	H.Canvas.ClipX = OldClipX;
	H.Canvas.ClipY = OldClipY;
&#125;[/code:1:f631f00ddc]