@pcs
Sounds like some 'per-the-usual' red-neck fakery via script might fill in?
That is if you are interested. 3500 units maximus.
** Remove the 'remarks' at the sound slot when you have actual sound files set to play.**
As usual just place an always active barrel, set player health to about 1000 and move nearer and further to see what's happening round here.
This script I wrote for you randomizes the shot
A> damage,
B> chance of a hit (more or less according to distance)
C> sound played
D> can include ricochet sounds for misses...
As of this time, these functions are not included; any obstacles between you, nor if the NPC is facing you and 'alarmed', nor if the NPC has already been a casualty... more scripting would have to play into that.
This crude example sorta simulates an unseen bot sniping at you in an open field or from a hill...