oh i stuck it in my pawn>.> mybe thats where my problem, here is my player controller im using.
Code:
class MYPlayerController extends UTPlayerController;

DefaultProperties
{
	CameraClass = class 'YourGameCamera' //Telling the player controller to use your custom camera script
	DefaultFOV=90.f //Telling the player controller what the default field of view (FOV) should be
}

simulated event PostBeginPlay() //This event is triggered when play begins
{
	super.PostBeginPlay();
	`Log("I am alive!"); //This sends the message "I am alive!" to thelog (to see the log, you need to run UDK with the -log switch)
}
//Functions for zooming in and out
exec function NextWeapon() /*The "exec" command tells UDK to ignore what the defined function of NextWeapon is, and use our function declaration here.
We'll go over how to change the function of keys later (if, for instance, you didn't want you use the scroll wheel, but page up and down for zooming instead.)*/
{
if (PlayerCamera.FreeCamDistance < 512) //Checks that the the value FreeCamDistance, which tells the camera how far to offset from the view target, isn't further than we want the camera to go. Change this to your liking.
	{
		`Log("MouseScrollDown"); //Another log message to tell us what's happening in the code
		PlayerCamera.FreeCamDistance += 64*(PlayerCamera.FreeCamDistance/256); /*This portion increases the camera distance.
By taking a base zoom increment (64) and multiplying it by the current distance (d) over 256, we decrease the zoom increment for when the camera is close,
(d < 256), and increase it for when it's far away (d > 256).
Just a little feature to make the zoom feel better. You can tweak the values or take out the scaling altogether and just use the base zoom increment if you like */
	}
}
exec function PrevWeapon()
{
	if (PlayerCamera.FreeCamDistance > 64) //Checking if the distance is at our minimum distance
	{
		`Log("MouseScrollUp");
		PlayerCamera.FreeCamDistance -= 64*(PlayerCamera.FreeCamDistance/256); //Once again scaling the zoom for distance
	}
}
that what i was using for the 3rd person view tutorial anyways