Push's FN SCAR-H Mod
1.	Uses rkfrkfrkf's M110 Weapon lines
2.	Adjusted Ammo Capacity to 20 and Max Ammo to 60

Combat Sniper .50 BMG Standard
1.	Adjusted Base Damage to 400
2.	Adjusted Physics Force to 125

Combat Sniper .50 BMG Armor Piercing
1.	Adjusted Base Damage to 380
2.	Adjusted Physics Force to 1375 (a bit crazy for this weapon)
3.	Armor Piercing effects

Combat Sniper .50 BMG Incendiary
1.	Fire Type altered to Projectile
2.	Damage Type altered to Fire
3.	Uses Molotov Projectile configuration

Combat Sniper Raufoss Mk 211 Mod 0
1.	Fire Type altered to Projectile
2.	Damage Type altered to Explosive
3.	Uses Molotov Projectile configuration
4.	Armor Piercing effects
Find out what is Raufoss Mk 211 here:
Link 1: http://en.wikipedia.org/wiki/High_Explosive_Incendiary/Armor_Piercing_Ammunition
Link 2: http://en.wikipedia.org/wiki/Raufoss_Mk_211

Combat Sniper .308 Winchester Standard
1.	Base Damage is adjusted to 40
2.	Physics Force is adjusted to 73.0

Combat Sniper .308 AP
1.	Uses the Combat Sniper .308 Standard base
2.	Adjusted Base Damage to 38
3.	Adjustes Physics Force to 109.5
4.	Armor Piercing effects

Combat Sniper .308 JSP (Hand-Load)
1.	Uses the Combat Sniper .308 Standard base
2.	Adjusted Base Damage to 60

Combat Sniper Dragunov SVD Settings
1.	Adjusted Base Damage to 75
2.	Adjusted Physics Force to 100

Combat Sniper Dragunov SVD with AP rounds
1.	Uses Dragunov SVD Settings
2.	Adjusted Base Damage 275% of normal
3.	Adjusted Physics Force 172% of normal
4.	Armor Piercing effects
5.	Pickup values (Regen Time removed 60000 and AM Moon Street 190% of normal)

Some weapons either can be replaced to M40a1 or PSG-1. You can change the value anytime,
especially if you want to replace M40a1 with M82A1 or M95.
For .50 BMG rounds configuration, you must minimally have the M82A1 or M95 mod first.