It's mainly for the scope. The deal is the rear window sight actually blocks the scope view, so the idea is that it could be \"popped off\" the rifle or something when the scope is on. These are the rifle (albeit not in PPL).
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(First one is the Assault Rifle, second is the Carbine version, in case you wondered about the different stock and barrel length)
It's also going to be used for the barrel for the carbine, in terms of all I have to do is push the barrel into the rifle until I'm fine with it.
Speaking of UE3, anyone with 3dsmax (9) know how to animate sub-objects. It just won't work for me! It looks fine in Max, but doesn't animate in UnrealEd! (well, not too important now as I am waiting for a new UE3 game, but still would be nice to know)