By simply creating a second AK47 (copy paste), giving the correct new names and then change the eyeoffset to whatever the eyeoffset has to be to let you look through the scope.
I don't see it in the HK weird...
Oh really?
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HK417Image)
{
// Basic Item properties
shapeFile = "./Models/HK.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 = HK417Item;
ammo = " ";
projectile = HK417projectile;
projectileType = Projectile;
casing = 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 = HK417Item.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.
// NAMES | FUNCTIONS
// use | pull the gun out
// pullback | rooster the gun
// fire | fire
// clipoutid| clip out idle
// Clipout | pull the clip out
// Clipin | put the clip in
// Initial start up state - Ammo mod by Space Guy, base states taken from L4Pistol by Bushido!
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.01;
stateTransitionOnTimeout[0] = "LoadCheckA";
stateName[1] = "Ready";
stateTransitionOnNoAmmo[1] = "ClipOut";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "ready";
stateName[2] = "Fire";
stateTimeoutValue[2] = 0.0604;
stateTransitionOnTimeout[2] = "Smoke";
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSequence[2] = "fire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = HK417flashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = HK417shot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.1;
stateTimeoutValue[3] = 0.03;
stateEmitterNode[3] = "muzzleNode";
stateTransitionOnTimeout[3] = "FireLoadCheckA";
stateName[4] = "Wait";
stateTimeoutValue[4] = 0.05;
stateScript[4] = "";
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Delay";
//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[5] = "LoadCheckA";
stateScript[5] = "onLoadCheck";
stateTimeoutValue[5] = 0.01;
stateTransitionOnTimeout[5] = "LoadCheckB";
stateName[6] = "LoadCheckB";
stateTransitionOnAmmo[6] = "ReadyWeap";
stateTransitionOnNoAmmo[6] = "ReloadWait";
stateName[7] = "ReloadWait";
stateTimeoutValue[7] = 0.3;
stateScript[7] = "";
stateTransitionOnTimeout[7] = "ClipOut";
stateWaitForTimeout[7] = true;
//Reloading
stateName[8] = "ClipOut";
stateTimeoutValue[8] = 0.9;
stateScript[8] = "onReloadStart";
stateSequence[8] = "clipOut";
stateAllowImageChange[8] = false;
stateTransitionOnTimeout[8] = "ClipIn";
stateWaitForTimeout[8] = true;
stateSound[8] = HK417clipOutSound;
stateName[9] = "ClipIn";
stateTimeoutValue[9] = 1.2;
stateScript[9] = "";
stateSequence[9] = "clipIn";
stateAllowImageChange[9] = false;
stateTransitionOnTimeout[9] = "reloadFinish";
stateSound[9] = HK417clipInSound;
stateName[10] = "reloadFinish";
stateTimeoutValue[10] = 0.25;
stateScript[10] = "onReloaded";
stateAllowImageChange[10] = false;
stateTransitionOnTimeout[10] = "Ready";
stateName[11] = "FireLoadCheckA";
stateScript[11] = "onLoadCheck";
stateTimeoutValue[11] = 0.01;
stateTransitionOnTimeout[11] = "FireLoadCheckB";
stateName[12] = "FireLoadCheckB";
stateTransitionOnAmmo[12] = "Wait";
stateTransitionOnNoAmmo[12] = "ReloadWait";
stateName[13] = "Delay";
stateTransitionOnTimeout[13] = "Ready";
stateTimeoutValue[13] = 0.00001;
stateName[14] = "ReadyWeap";
stateSequence[14] = "Use";
stateTimeoutValue[14] = 1;
stateSound[14] = HK417deploy1Sound;
stateTransitionOnTimeout[14] = "Ready";
};
datablock ShapeBaseImageData(HK417SightsImage)
{
shapeFile = "./Models/HK.dts";
emap = true;
mountPoint = 0;
offset = "0 0 0";
eyeOffset = "1.22584 1.5 -0.52"; //-Left +Right, -Back +Front, -Down +Up
rotation = eulerToMatrix( "0 0 0" );
correctMuzzleVector = true;
className = "WeaponImage";
item = HK417Item;
ammo = " ";
projectile = HK417projectile;
projectileType = Projectile;
casing = gunShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 7.0;
melee = false;
armReady = true;
doColorShift = true;
colorShiftColor = HK417Item.colorShiftColor;
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "LoadCheckA";
stateName[1] = "Ready";
stateTransitionOnNoAmmo[1] = "reloadSequence";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "ready";
stateName[2] = "Fire";
stateTimeoutValue[2] = 0.08;
stateTransitionOnTimeout[2] = "Smoke";
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSequence[2] = "fire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = HK417flashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = HK417shot1Sound;
stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.1;
stateTimeoutValue[3] = 0.04;
stateEmitterNode[3] = "muzzleNode";
stateTransitionOnTimeout[3] = "FireLoadCheckA";
stateName[4] = "Wait";
stateEjectShell[2] = true;
stateTimeoutValue[4] = 0.07;
stateScript[4] = "";
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Delay";
stateName[5] = "LoadCheckA";
stateScript[5] = "onLoadCheck";
stateTimeoutValue[5] = 0.01;
stateTransitionOnTimeout[5] = "LoadCheckB";
stateName[6] = "LoadCheckB";
stateTransitionOnAmmo[6] = "Ready";
stateTransitionOnNoAmmo[6] = "ReloadWait";
stateName[7] = "ReloadWait";
stateTimeoutValue[7] = 0.3;
stateScript[7] = "";
stateTransitionOnTimeout[7] = "reloadSequence";
stateWaitForTimeout[7] = true;
stateName[8] = "reloadSequence";
stateScript[8] = "setHKReN";
stateName[9] = "FireLoadCheckA";
stateScript[9] = "onLoadCheck";
stateTimeoutValue[9] = 0.01;
stateTransitionOnTimeout[9] = "FireLoadCheckB";
stateName[10] = "FireLoadCheckB";
stateTransitionOnAmmo[10] = "Wait";
stateTransitionOnNoAmmo[10] = "ReloadWait";
stateName[11] = "Delay";
stateTransitionOnTimeout[11] = "Ready";
stateTimeoutValue[11] = 0.106;
};
Notice how there are 2 shapebaseimagedata's?