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Re: Key [message #268017 is a reply to message #267956] Fri, 22 June 2007 03:13 Go to previous messageGo to previous message
reborn is currently offline  reborn
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Registered: September 2004
Location: uk - london
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General (3 Stars)
In SSGM there will be something that looks like this:

		Commands->Attach_Script(obj,"MDB_Taunt_Key","Taunt1,h_a_a0a0_l12");
		Commands->Attach_Script(obj,"MDB_Taunt_Key","Taunt2,H_A_a0a0_L22");
		Commands->Attach_Script(obj,"MDB_Taunt_Key","Taunt3,H_A_a0a0_L23");
		Commands->Attach_Script(obj,"MDB_Taunt_Key","Taunt4,H_A_a0a0_L24");
		Commands->Attach_Script(obj,"MDB_Taunt_Key","Taunt5,H_A_a0a0_L25");
		Commands->Attach_Script(obj,"MDB_Taunt_Key","Taunt6,H_A_a0a0_L58");
		Commands->Attach_Script(obj,"MDB_Taunt_Key","Taunt7,H_A_cresentkick");
		Commands->Attach_Script(obj,"MDB_Taunt_Key","Taunt8,H_A_sidekick");
		Commands->Attach_Script(obj,"MDB_Taunt_Key","Taunt9,H_A_punchcombo");



Just change the animation names to the new animations you want it to play. The animation names are the "H_A_punchcombo" ones...

To find the names of more animations just search the always.dat with xcc mixer, there are planty to choose from.



 
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