# By Aaron0000 Makes the Medical Mystery BlASSter able to spawn with scopes and elements. set GD_Weap_AssaultRifle.A_Weapons.AR_Bandit_3_Rare_Alien:WeaponPartListCollectionDefinition_18 SightPartData (bEnabled=True,WeightedParts=((Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Bandit',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Dahl',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Vladof',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Torgue',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Jakobs',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_None',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2))) set GD_Weap_AssaultRifle.A_Weapons.AR_Bandit_3_Rare_Alien:WeaponPartListCollectionDefinition_18 ElementalPartData (bEnabled=True,WeightedParts=((Part=WeaponPartDefinition'GD_Weap_AssaultRifle.elemental.AR_Elemental_Fire',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.elemental.AR_Elemental_Corrosive',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.elemental.AR_Elemental_Shock',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.elemental.AR_Elemental_Slag',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2))) #Commands: set GD_Weap_AssaultRifle.A_Weapons.AR_Bandit_3_Rare_Alien:WeaponPartListCollectionDefinition_18 SightPartData (bEnabled=True,WeightedParts=((Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Bandit',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Dahl',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Vladof',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Torgue',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_Jakobs',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.Sight.AR_Sight_None',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2))) set GD_Weap_AssaultRifle.A_Weapons.AR_Bandit_3_Rare_Alien:WeaponPartListCollectionDefinition_18 ElementalPartData (bEnabled=True,WeightedParts=((Part=WeaponPartDefinition'GD_Weap_AssaultRifle.elemental.AR_Elemental_Fire',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.elemental.AR_Elemental_Corrosive',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.elemental.AR_Elemental_Shock',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2),(Part=WeaponPartDefinition'GD_Weap_AssaultRifle.elemental.AR_Elemental_Slag',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2)))