Recently downloaded and played it, too.
All I can say is nice job!
I did not expect the kickback from the link gun (either it felt different in the UT3 or is it just me.) I was hoping if the grenade launch function worked on the Rocket Launcher, but I guess it is not there.
I also used the UT3 shock rifle and the shock combo does not work.
Originally Posted by W3RM
Meanwhile, as a response to the clouded sniper rifle. Since I think the UT3 sniper rifle is a subclass of the ClassicSniperRifle (from UT2004's UTClassic.u). I found this in the ClassicSniperAttachment, which also affected the UT3 Sniper Rifle's attachment.
The ClassicSniperSmoke might the smoke that is obscuring the sniper rifle when in zoom.
simulated event ThirdPersonEffects()
local vector SmokeLoc, SmokeOffset;
local coords C;
if ( (FlashCount != 0) && (Level.NetMode != NM_DedicatedServer) )
if (FiringMode == 0)
if ( Instigator.IsFirstPerson() )
SmokeLoc = Instigator.Location + Instigator.Eyeheight * vect(0,0,1) + Instigator.CollisionRadius * vector(Instigator.Controller.Rotation);
SmokeLoc.Z += SmokeOffsetZ;
else if ( Level.TimeSeconds - Instigator.LastRenderTime < 0.2 )
if (mMuzFlash3rd == None)
mMuzFlash3rd = Spawn(class'XEffects.AssaultMuzFlash3rd');
C = Instigator.GetBoneCoords('righthand');
SmokeOffset = -1 * C.ZAxis * (Instigator.CollisionRadius + 35);
mMuzFlash3rd.SetLocation( C.Origin + SmokeOffset + C.ZAxis * 23 + C.YAxis*4.5);
mMuzFlash3rd.SetRotation(rotator(-1 * C.ZAxis));
SmokeLoc = C.Origin + SmokeOffset;
EDIT: What was bolded in red is what causes the smoke in screen. The other smoke is produced in third person.