You need to make a new "class" and possibly all assciated classes, very easy, just creat a new class in the same part of the tree ,NOT under the class your modifying.
like pills is under pickup
make a new class under pickup (or wichever heading it is)
Then cut and past the real code from the original class into yours
then see, "compile changed" in the script editor, then make item placed !!! it wont stick in the map until it's placed, so you need to do everything to get it placed via the classes and it will stay there the next round you want to do more on the map.once you get it in the map, build and save that mofo.!!!
in the actor browser chck to see show nonplacable items and use object as top of tree.
but then in the command bar at the bottom type in
"editdefault class=mypill"
you will then see a properties for the actor wich says "none" make all the settings to match the stock pill, and bingo youl have another item you can mess with all day long and not fouls up anything.
of course use "mylevel" for your new classes, that way ONLY that map will have your stuff, as apoosed to using a .U file.
This may be primitive way compared to the ways the pro's (wich never help) do it, but it will work down patt.
it's fun to do in ut04, they made it easy over UT.
and after you struggle and make things work, after that you just need to cut and paste into a new map later on.
I am sure some pro's will say this is wrong, but who cares about them, they only chime in to say how wrong you are, but don't ever help beforehand.
keep in mind stupid ut04 uses those stupid weapon base things, so if you need to make a new weapon the "base" needs to "spawn" the "pickup" Also hands down after i used bases back in my trenchdog map the bots worked way better, so i guess you dont want hidden bases .
and the "pickup" needs to find "mywaepon" and the weapon you may want to make "myammo"
and both the ammo and the weapon should have "myweaponfire" wich should use "my projectile"
it's fun, juststart messing around, youl see aint too bad.
Also in the class you pasted the text, say it goes for "sniperammo" stock ammo, just look through the text and recompile , for the words you used say you made "sniperammo222" then just retype in the script editor those words and recompile.