Fixed :D, turns out u cant anamate such things but i have implemented a better system that includes image change and an FOV adjust
package ScopeSwitch
{
function Armor::onTrigger(%this,%obj,%slot,%val,%client)
{
Parent::onTrigger(%this,%obj,%slot,%val);
if(%slot == 4 && %val)
{
if(%obj.Scope $= 2)
{
%obj.updateArm(ADV_SMG_SCOPEImage);
%obj.mountImage(ADV_SMG_SCOPEImage,0);
%obj.Scope = 1;
%obj.client.setControlCameraFOV(70);
}
else if(%obj.Scope !$= 2)
{
%obj.updateArm(ADV_SMGImage);
%obj.mountImage(ADV_SMGImage,0);
%obj.Scope = 2;
%obj.client.setControlCameraFOV(90);
}
}
}
};
activatePackage(ScopeSwitch);
sorry folks, its the only way to do it
for further reference here is where to put the reload part of the script...
function ADV_SMG_SCOPEImage::onReloadStart(%this,%obj,%slot)
{
if($Pref::Server::TTAmmo == 0 || $Pref::Server::TTAmmo == 1)
{
exec("function ADV_SMGImage::onReloadStart");
%obj.updateArm(ADV_SMGImage);
%obj.mountImage(ADV_SMGImage,0);
%obj.Scope = 2;
%obj.client.setControlCameraFOV(90);
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>Ammo <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
}
}
i implemented it into some tier scripts for the time being, so it is compatible with tier ammo system, that code above is so the weapon scopes out for the reload secuence, it does not work right away if you command the reload with the R key, the first time you press R it unscopes the second time it will accually reload, not a big deal at all, i kind of like it...