You have to fake it with PlaySound(e,1) and some animation set yourself - depends on the model as to which frames but its pretty small script.
If you need them to do damage then it can get a little more complicated but you will need to set the health of the target manually using SetEntityHealth(#,g_Entity[#]['health']-damage)... Still pretty simple if the characters don't change target as you will be working with entity numbers that dont change.
Pretty sure I have a script for this somewhere on the forums but if not I'll post one later.