I dont know aum 103 but u can add something like this to get it work:
function anm_my_weapon()
{
while(my)
{
my.skill2 += time_step;
if (my.skill1 == 0) ent_animate(me, "idle", my.skill2, ANM_CYCLE);
if (my.skill1 == 1) ent_animate(me, "shoot", my.skill2, NULL);
if (my.skill1 == 2) ent_animate(me, "reload", my.skill2, NULL);
wait(1);
}
}
And in your weapon code add this:
Now u can control the animations with my.skill1. 0 = idle, 1 = shoot, 2 = reload. F.ex. add this into your firing function
This is a very basic animation script. With a small work around it should fit what u need. Fex this code will stay in shoot-animation after skill1 was set to 1.
maybe this helps you
greets