1. Create a backup for Stranded II\mods\Stranded II\sfx\pisto.wav file (because your need to substitute this file)


2. Put the GFX and SFX folders in Stranded II\mods\Stranded II folder


3. Add this lines to Stranded II\mods\Stranded II\sys\items_weapons.inf file (open it with notepad):

### M82A1
id=121
name=Barrett M82A1 .50cal
group=weapon
icon=gfx\rz\m82i.bmp
model=gfx\rz\m82.b3d
scale=0.3
behaviour=pistol
range=10000
rate=600
mat=metal
weight=2500
info=*BAAAAAAANG*... a very POWERFUL sniper rifle
damage=5
healthchange=0
script=start
	on:attack1 {
		if (gety("unit",1)<-15){
			skipevent;
			speech "negative";
		}
	}
	on:impact {
		$tmp=impact_class();
		$tmp2=impact_id();
		//+75 Bonus Damage on Flesh
		if (compare_material($tmp,$tmp2,"flesh")==1){
			damage $tmp,$tmp2,75;
		//+75 Bonus Damage on Fruit
		} elseif (compare_material($tmp,$tmp2,"fruit")==1){
			damage $tmp,$tmp2,75;
		//+155 Bonus Damage on Glass
		} elseif (compare_material($tmp,$tmp2,"glass")==1){
			damage $tmp,$tmp2,155;
		}
		freevar $tmp;
		freevar $tmp2;
	}
	on:inhand {
		play "rz\deploy.wav";
	}
	on:noammo {
		speech "negative";
		msg "No ammo!",3;
	}
script=end

### M82A1 Ammo
id=122
name=.50BMG Ammo
group=ammo
icon=gfx\rz\.50.bmp
model=gfx\rz\.50.b3d
fx=16
behaviour=ammo:121
scale=0.35
damage=20
mat=metal
weight=1
info=powerful .50BMG ammo
healthchange=0

4. Enjoy...