After wielding a nuke, the player will start glowing until killed.
If the player is a listenserver host, all the others will see him glow as well.

=== sgTrail
Replace Tick with this one:
Code:
function Tick(float deltaTime)
{
	if ( (Pawn(Owner) == None) || (Pawn(Owner).Health <= 0) || (sgNukeLauncher(Pawn(Owner).Weapon) == none) )
        Destroy();
}
And set in the default properties:
RemoteRole=ROLE_None


=== sgNukeLauncher
Replace PostRender with this one:
Code:
simulated function PostRender( canvas Canvas )
{
	local int i, numReadouts, OldClipX, OldClipY;
	local float XScale;

	bOwnsCrossHair = ( bGuiding || bShowStatic );

	if ( !bGuiding )
	{
		if ( !bShowStatic )
			return;

		Canvas.SetPos( 0, 0);
		Canvas.Style = ERenderStyle.STY_Normal;
		Canvas.DrawIcon(Texture'botpack.Static_a00', FMax(Canvas.ClipX, Canvas.ClipY)/256.0);
		if ( Owner.IsA('PlayerPawn') )
			PlayerPawn(Owner).ViewTarget = None;
		return;
	}
	if(trail==none)		trail=spawn(class'sgtrail',owner,,owner.location);
	GuidedShell.PostRender(Canvas);
	OldClipX = Canvas.ClipX;
	OldClipY = Canvas.ClipY;
	XScale = FMax(0.5, int(Canvas.ClipX/640.0));
	Canvas.SetPos( 0.5 * OldClipX - 128, 0.5 * OldClipY - 128);
	Canvas.Style = ERenderStyle.STY_Translucent;
	Canvas.DrawIcon(Texture'WH_A00', 1.0);

	numReadouts = OldClipY/128 + 2;
	for ( i = 0; i < numReadouts; i++ )
	{ 
		Canvas.SetPos(1,Scroll + i * 128);
		Scroll--;
		if ( Scroll < -128 )
			Scroll = 0;
		Canvas.DrawIcon(Texture'Readout', 1.0);
	}
}