I Want to change ,y sensibility on my MouseLook script

Im trying to make an fps, and i want the sensibility to lower when i`m scoping, so here is what i tried to do.

var NewSensivility = 7;

function Start () {
var mouseLook : MouseLook;
mouseLook = GetComponent(MouseLook);


}

function Update () {

if (Input.GetMouseButtonDown(1)){

var mouseLook : MouseLook;
mouseLook = GetComponent(MouseLook);

mouseLook.sensitivityX = NewSensivility;
mouseLook.sensitivityY = NewSensivility;

}

}

and i want to change the sensitivityX and Y of the MouseLook that comes with Unity, i realy dont know how to use GetComponent.

here im adding the MouseLook script im uning

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;

	public float minimumX = -360F;
	public float maximumX = 360F;

	public float minimumY = -60F;
	public float maximumY = 60F;

	float rotationY = 0F;

	void Update ()
	{
		if (axes == RotationAxes.MouseXAndY)
		{
			float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
			
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
		}
		else if (axes == RotationAxes.MouseX)
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}
		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}
	}
	
	void Start ()
	{
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
}

var target : Transform;

var distance = 10.0;

var xSpeed = 250.0;

var ySpeed = 120.0;

var yMinLimit = -20;

var yMaxLimit = 80;

private var x = 0.0;

private var y = 0.0;

@AddComponentMenu(“Camera-Control/Mouse Orbit”)

partial class MouseOrbit { }

function Start () {

var angles = transform.eulerAngles;

x = angles.y;

y = angles.x;

// Make the rigid body not change rotation

if (rigidbody)

    rigidbody.freezeRotation = true;

}

function LateUpdate () {

if (target) {

    x += Input.GetAxis("Mouse X") * xSpeed * 0.02;

    y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

    y = ClampAngle(y, yMinLimit, yMaxLimit);

    var rotation = Quaternion.Euler(y, x, 0);

    var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;

    transform.rotation = rotation;

    transform.position = position;
}

}

static function ClampAngle (angle : float, min : float, max : float) {

if (angle < -360)

    angle += 360;

if (angle > 360)

    angle -= 360;

return Mathf.Clamp (angle, min, max);

}