If you use WOT you've probably figured out by now that it messes up certain default properties when it created the classes for you. Print off this cheat sheet and save it to know what to plug back in in place of the machine code numbers so your mods will compile correctly. First the chart, then a demonstration of what I mean. Quote: Role= 0 is ROLE_None 1 is ROLE_DumbProxy 2 is ROLE_SimulatedProxy 3 is ROLE_AutonomousProxy 4 is ROLE_Authority DrawType= 0 is DT_None 1 is DT_Sprite 2 is DT_Mesh 3 is DT_Brush 4 is DT_RopeSprite 5 is DT_VerticalSprite 6 is DT_Terraform 7 is DT_SpriteAnimOnce Style= 0 is STY_None 1 is STY_Normal 2 is STY_Masked 3 is STY_Translucent 4 is STY_Modulated Physics= 0 is PHYS_None 1 is PHYS_Walking 2 is PHYS_Falling 3 is PHYS_Swimming 4 is PHYS_Flying 5 is PHYS_Rotating 6 is PHYS_Projectile 7 is PHYS_Rolling 8 is PHYS_Interpolating 9 is PHYS_MovingBrush OK, now an example. Look at the default properties of 'WarShell' in my Uncodex source code lookup. You'll see this in default properties: Code: defaultproperties { RemoteRole=ROLE_SimulatedProxy but if you look at the same class after WOT extracts the code for you, you'll see this: Code: defaultproperties { RemoteRole=2 So you can see that these need to be replaced manually if you copy the class to use as a base. You'll get used to doing it but having a chart makes it pretty quick and easy. __________________