Code:
function mtl_UV_Clamp_event ();


MATERIAL* mtl_UV_Clamp =
{
	
   event = mtl_UV_Clamp_event;
	effect = "
		matrix matMtl;
		texture entSkin2;
                 texture entSkin3;
		
		technique uvspeed
		{
			pass p0
			{
				Texture[1] = <entSkin2>;
				ColorOp[1] = SelectArg1;		
				TextureTransform[1] = <matMtl>;
				TextureTransformFlags[1] = Count2;

                                 Texture[2] = <entSkin3>;
				ColorOp[2] = SelectArg1;		
				TextureTransform[2] = <matMtl>;
				TextureTransformFlags[2] = Count2;
			}
		}";

}

function mtl_UV_Clamp_event ()
{
	mat_identity(mtl.matrix);
	mtl.flags = ENABLE_RENDER;
	mtl.matrix31 = floatd(my.skill1, 1000);//just change the values ;) 
        mtl.matrix32 = floatd(my.skill2, 1000);
}

np Poison :D


haven“t tested it but this should work.


Everything is possible, just Do it!