Here is a simple script I made.
//Realistic_Gun.cs
%error = ForceRequiredAddOn("Weapon_Gun");
if(%error == $Error::AddOn_Disabled)
{
   GunItem.uiName = "";
}
if(%error == $Error::AddOn_NotFound)
{
   error("ERROR: Weapon_Realistic_Gun - Required Add-On Weapon_Gun not found.");
   return;
}
exec("./hitboxes.cs");
new AIConnection(botConnection)
{
   name = "Bot";
};
//audio
datablock AudioProfile(Realistic_GunShot1Sound)
{
   filename    = "./Realistic_GunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};
//shell
datablock DebrisData(Realistic_GunShellDebris)
{
	shapeFile = "./Realistic_GunShell.dts";
	lifetime = 2.0;
	minSpinSpeed = -400.0;
	maxSpinSpeed = 200.0;
	elasticity = 0.5;
	friction = 0.2;
	numBounces = 3;
	staticOnMaxBounce = true;
	snapOnMaxBounce = false;
	fade = true;
	gravModifier = 2;
};
//muzzle flash effects
datablock ParticleData(Realistic_GunFlashParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 25;
	lifetimeVarianceMS   = 15;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.9 0.9 0.0 0.9";
	colors[1]     = "0.9 0.5 0.0 0.0";
	sizes[0]      = 0.5;
	sizes[1]      = 1.0;
	useInvAlpha = false;
};
datablock ParticleEmitterData(Realistic_GunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "Realistic_GunFlashParticle";
   uiName = "Realistic Gun Flash";
};
datablock ParticleData(Realistic_GunSmokeParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 525;
	lifetimeVarianceMS   = 55;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.5 0.5 0.5 0.9";
	colors[1]     = "0.5 0.5 0.5 0.0";
	sizes[0]      = 0.15;
	sizes[1]      = 0.15;
	useInvAlpha = false;
};
datablock ParticleEmitterData(Realistic_GunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "Realistic_GunSmokeParticle";
   uiName = "Realistic Gun Smoke";
};
datablock ParticleData(Realistic_GunExplosionParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = 1;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 700;
	lifetimeVarianceMS   = 400;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -50.0;
	spinRandomMax		= 50.0;
	colors[0]     = "0.9 0.9 0.9 0.3";
	colors[1]     = "0.9 0.5 0.6 0.0";
	sizes[0]      = 0.25;
	sizes[1]      = 0.75;
	useInvAlpha = true;
};
datablock ParticleEmitterData(Realistic_GunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "Realistic_GunExplosionParticle";
   useEmitterColors = true;
   uiName = "Realistic Gun Hit Dust";
};
datablock ParticleData(Realistic_GunExplosionRingParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 50;
	lifetimeVarianceMS   = 35;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 500.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "1 1 0.0 0.9";
	colors[1]     = "0.9 0.0 0.0 0.0";
	sizes[0]      = 1;
	sizes[1]      = 0;
	useInvAlpha = false;
};
datablock ParticleEmitterData(Realistic_GunExplosionRingEmitter)
{
	lifeTimeMS = 50;
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "Realistic_GunExplosionRingParticle";
   useEmitterColors = true;
   uiName = "Realistic Gun Hit Flash";
};
datablock ExplosionData(Realistic_GunExplosion)
{
   //explosionShape = "";
	soundProfile = bulletHitSound;
   lifeTimeMS = 150;
   particleEmitter = Realistic_GunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;
   emitter[0] = Realistic_GunExplosionRingEmitter;
   faceViewer     = true;
   explosionScale = "1 1 1";
   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;
   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
AddDamageType("Realistic_Gun",   '<bitmap:add-ons/Weapon_Realistic_Gun/CI_Realistic_Gun> %1',    '%2 <bitmap:add-ons/Weapon_Realistic_Gun/CI_Realistic_Gun> %1',0.2,1);
datablock ProjectileData(Realistic_GunProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 50;
   directDamageType    = $DamageType::Realistic_Gun;
   radiusDamageType    = $DamageType::Realistic_Gun;
   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground
   impactImpulse	     = 400;
   verticalImpulse	  = 400;
   explosion           = Realistic_GunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;
   muzzleVelocity      = 90;
   velInheritFactor    = 1;
   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
   uiName = "Realistic Gun Bullet";
};
//////////
// item //
//////////
datablock ItemData(Realistic_GunItem)
{
	category = "Weapon";  // Mission editor category
	className = "Weapon"; // For inventory system
	 // Basic Item Properties
	shapeFile = "./pistol.dts";
	rotate = false;
	mass = 1;
	density = 0.2;
	elasticity = 0.2;
	friction = 0.6;
	emap = true;
	//gui stuff
	uiName = "Realistic Gun";
	iconName = "./icon_Realistic_Gun";
	doColorShift = true;
	colorShiftColor = "0.25 0.25 0.25 1.000";
	 // Dynamic properties defined by the scripts
	image = Realistic_GunImage;
	canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(Realistic_GunImage)
{
   // Basic Item properties
   shapeFile = "./pistol.dts";
   emap = true;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );
   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off.  
   correctMuzzleVector = true;
   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";
   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = Realistic_GunProjectile;
   projectileType = Projectile;
	casing = Realistic_GunShellDebris;
	shellExitDir        = "1.0 -1.3 1.0";
	shellExitOffset     = "0 0 0";
	shellExitVariance   = 15.0;	
	shellVelocity       = 7.0;
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   doColorShift = true;
   colorShiftColor = Realistic_GunItem.colorShiftColor;//"0.400 0.196 0 1.000";
   //casing = " ";
   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   // Initial start up state
	stateName[0]                     = "Activate";
	stateTimeoutValue[0]             = 0.15;
	stateTransitionOnTimeout[0]       = "Ready";
	stateSound[0]					= weaponSwitchSound;
	stateName[1]                     = "Ready";
	stateTransitionOnTriggerDown[1]  = "Fire";
	stateAllowImageChange[1]         = true;
	stateSequence[1]	= "Ready";
	stateName[2]                    = "Fire";
	stateTransitionOnTimeout[2]     = "Smoke";
	stateTimeoutValue[2]            = 0.14;
	stateFire[2]                    = true;
	stateAllowImageChange[2]        = false;
	stateSequence[2]                = "Fire";
	stateScript[2]                  = "onFire";
	stateWaitForTimeout[2]			= true;
	stateEmitter[2]					= Realistic_GunFlashEmitter;
	stateEmitterTime[2]				= 0.05;
	stateEmitterNode[2]				= "muzzleNode";
	stateSound[2]					= Realistic_GunShot1Sound;
	stateEjectShell[2]       = true;
	stateName[3] = "Smoke";
	stateEmitter[3]					= Realistic_GunSmokeEmitter;
	stateEmitterTime[3]				= 0.05;
	stateEmitterNode[3]				= "muzzleNode";
	stateTimeoutValue[3]            = 0.01;
	stateTransitionOnTimeout[3]     = "Reload";
	stateName[4]			= "Reload";
	stateSequence[4]                = "Reload";
	stateTransitionOnTriggerUp[4]     = "Ready";
	stateSequence[4]	= "Ready";
};
function Realistic_GunImage::onFire(%this,%obj,%slot)
{
	if(%obj.getDamagePercent() < 1.0)
		%obj.playThread(2, shiftAway);
	Parent::onFire(%this,%obj,%slot);	
}
function Realistic_GunProjectile::Damage(%this, %obj, %col, %fade, %pos, %normal)
{
   if(%col.getClassName() $="Player" || %col.getClassName() $= "AIPlayer") //If they're a player of some kind
   {
      if(%col.getClassName() $= "AIPlayer")
      {
         %oldClient = %col.client; //Just in case the bot already had a client
         %col.client = BotConnection;
         %hitBoxList = getHitbox(%obj, %col, %pos);
         %col.client = %oldClient;
      }
      else
      {
         %hitBoxList = getHitbox(%obj, %col, %pos);
      }
      if(strReplace(%hitBoxList, "headskin", "BAM") $= %hitBoxList)
      {
         parent::Damage(%this, %obj, %col, %fade, %pos, %normal);
      }
      else
      {
         %col.damage(%obj, %pos, (300 * getWord(%obj.getScale(),2)), $DamageType::Realistic_Gunhead);
      }
   }
   else
   {
      parent::Damage(%this, %obj, %col, %fade, %pos, %normal);
   }
}
That is an easy script.