There is a work around though!!! (I think) Try this
Ok putting this in the 1st guys main script.
;Artificial Intelligence Script
;Header
desc = activate other
;Triggers
:state=0,plrdistwithin=100:activateifused=2,destroy
;End of Script
For first guy with no gun attached.(in start fpi)
;Artificial Intelligence Script
;Header
desc = spawn with gun
;Triggers
:state=0,activated=0:setalphafade=100
:state=0,activated=2:setalphafade=1,state=1
:state=1:runfpidefault=1
;End of Script
Put this in this in the second guy with gun that is close to the same spot as the first one.(in the second ones start fpi)
Hope this work seeing as i am not able to test it at the moment.
its been corrected try this it should work but only (once).