Sprint Camera Field of View

Hi all! I need help to make it so that when my character is sprinting, the field of view for the camera changes to 70. Here is the script I have: `static var bobbingSpeed;

static var bobbingAmount;
static var playerStamina = 600;

static var audioStepLength: float = 0.5;
static var stepSound = 0;

var walkSpeed: float = 7; // regular speed
var sneakSpeed: float = 3; // sneaking speed
var runSpeed: float = 20; // running speed

var walkStep: float = 0.5;
var sneakStep: float = 1;
var runStep: float = 0.45;

private var isRunning: boolean = false;

private var chMotor: CharacterMotor;
private var tr: Transform;
private var dist: float; // distance to ground

function Start(){
    chMotor = GetComponent(CharacterMotor);
    tr = transform;
    var ch:CharacterController = GetComponent(CharacterController);
    dist = ch.height/2; // calculate distance to ground
}

function Update(){
    if(chMotor.grounded){
        bobbingSpeed = 0.20;
        bobbingAmount = 0.3;
    } else {
        bobbingSpeed = 0;
        bobbingAmount = 0;
    }
    
    var vScale = 1.0;
    var speed = walkSpeed;
    audioStepLength = walkStep;
    stepSound = 2;
 
 if (!isRunning){
 if (playerStamina < 250){
   playerStamina = playerStamina+2;
 }
 } else if (isRunning){
 if (playerStamina >= 0){
   playerStamina = playerStamina-3;
 }
 }
 
 isRunning = false;
 
    if (Input.GetKey("left shift") && chMotor.grounded){ // press LShift to run
 if (playerStamina >= 3){
   isRunning = true;
   
   audioStepLength = runStep;
   stepSound = 0;
   
   speed = runSpeed;
      bobbingSpeed = 0.30;
      bobbingAmount = 0.3;
     } else {
   isRunning = false;
     }
    }
 
    if (Input.GetKey("c")){ // press C to sneak
        speed = sneakSpeed;
        bobbingSpeed = 0.15;
        bobbingAmount = 0.1;
        
        audioStepLength = sneakStep;
        stepSound = 1;
    }
    
    chMotor.movement.maxForwardSpeed = speed; // set max speed
    var ultScale = tr.localScale.y; // crouch/stand up smoothly 
    tr.localScale.y = Mathf.Lerp(tr.localScale.y, vScale, 5*Time.deltaTime);
    tr.position.y += dist * (tr.localScale.y-ultScale); // fix vertical position
}

Here is a simple script that changes the FOV over time for the main camera:

#pragma strict
 
 public var speed = 10.0;
 private var fov : float;
 
function Start () {
	fov = Camera.main.fieldOfView;
}
 
function Update () {
 	Camera.main.fieldOfView = Mathf.MoveTowards(Camera.main.fieldOfView, fov, Time.deltaTime * speed);
}

function SetFOV(fovNew : float) {
	fov = fovNew;
}

You can attach it to the same object as the script above and use GetComponent() to get access, or you can integrate the logic into your code above. Call ChageFOV() with the new field of view to change the FOV of the camera.