Test Video:
http://www.youtube.com/v/33h3qEg5X_c&hl=en_US&fs=1&hd=1

Contains Screwed/Chopped UT3 Scripts and UDK Media Content that is: Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
Weapon Model, Weapon Textures and Animations files are public domain.
SniperPost
April SniperPost
May SniperPost 
Aug SniperPost 
Oct SniperPost 
November Sniper Post 
Plug And Play Instructions:
Created/Tested in March Release
1) Put the file \Unreal_Packages\PF_SR_TUT.upk in \UTGame\Content\Weapons
2) Copy all the 5 script files from \Unreal_Scripts to your development folder \Development\Src\UTGame\Classes
UTWeap_SniperRifle.uc
UTDmgType_SniperPrimary.uc
UTDmgType_SniperHeadShot.uc
UTAttachment_SniperRifle.uc
UTAmmo_SniperRifle.uc
UTEmit_HeadShotBloodSpray.uc In April Zip
Making your own Sniper Rifle:
Cant really explain it all in a simple post but I hope the supplied source content will accelerate your custom weapon process.
Source_Maps:
I have included the source Textures for the Model including the simple mask for the scopes glow/bloom;
HUD.bmp is the template for the Scope hud. It gets colored via the scripts. It is a alpha map white to black with white being totally see through and black being totally colored in.
Source_Models:
UDK_1p_sniper01.max
First Person Model faces +X Direction. Standard Biped Schematic, Simple Skin.
UDK_3p_sniper01.max
Third Person Model faces -Y Direction. Mount position is 0,0,0 MuzzleFlash is linked to the model in the schematics.
Make sure cull unused dummies is un-checked when exporting in ActorX.
The Scripts reference these Animation names:
WeaponEquip 0-80
WeaponIdle 80-176
WeaponFire 180-280
WeaponPurDown 280-295
WeaponZoomIn 320-340
WeaponZoomOut 340-360
The ranges are for the provided source model.
Muzzle Flash:
UDK->MuzzleFlashSocket = 3dsMax->MuzzleFlash ( dummy )
Now go and practice your head shots, no-scopes!
BTW WTF is bullet drop!
Cya'Around
Omega
http://www.youtube.com/v/33h3qEg5X_c&hl=en_US&fs=1&hd=1

Contains Screwed/Chopped UT3 Scripts and UDK Media Content that is: Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
Weapon Model, Weapon Textures and Animations files are public domain.
SniperPost
April SniperPost








Plug And Play Instructions:
Created/Tested in March Release
1) Put the file \Unreal_Packages\PF_SR_TUT.upk in \UTGame\Content\Weapons
2) Copy all the 5 script files from \Unreal_Scripts to your development folder \Development\Src\UTGame\Classes
UTWeap_SniperRifle.uc
UTDmgType_SniperPrimary.uc
UTDmgType_SniperHeadShot.uc
UTAttachment_SniperRifle.uc
UTAmmo_SniperRifle.uc
UTEmit_HeadShotBloodSpray.uc In April Zip
Making your own Sniper Rifle:
Cant really explain it all in a simple post but I hope the supplied source content will accelerate your custom weapon process.
Source_Maps:
I have included the source Textures for the Model including the simple mask for the scopes glow/bloom;
HUD.bmp is the template for the Scope hud. It gets colored via the scripts. It is a alpha map white to black with white being totally see through and black being totally colored in.
Source_Models:
UDK_1p_sniper01.max
First Person Model faces +X Direction. Standard Biped Schematic, Simple Skin.
UDK_3p_sniper01.max
Third Person Model faces -Y Direction. Mount position is 0,0,0 MuzzleFlash is linked to the model in the schematics.
Make sure cull unused dummies is un-checked when exporting in ActorX.
The Scripts reference these Animation names:
WeaponEquip 0-80
WeaponIdle 80-176
WeaponFire 180-280
WeaponPurDown 280-295
WeaponZoomIn 320-340
WeaponZoomOut 340-360
The ranges are for the provided source model.
Muzzle Flash:
UDK->MuzzleFlashSocket = 3dsMax->MuzzleFlash ( dummy )
Now go and practice your head shots, no-scopes!
BTW WTF is bullet drop!
Cya'Around
Omega
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