config.cpp 135 KB

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  1. #include "../../config_macros.hpp"
  2. #include "../../../RD501_main/config_macros.hpp"
  3. #include "armor_patches.hpp"
  4. class CfgPatches
  5. {
  6. class macro_patch_name(clones)
  7. {
  8. addonRootClass=macro_patch_name(units);
  9. requiredAddons[]=
  10. {
  11. macro_patch_name(units)
  12. };
  13. requiredVersion=0.1;
  14. units[]={
  15. };
  16. weapons[]=
  17. {
  18. marco_swop_armor_classes
  19. };
  20. };
  21. };
  22. class cfgWeapons
  23. {
  24. class Uniform_Base;
  25. class UniformItem;
  26. class SWOP_Clonetrooper_501jesse_F_CombatUniform:Uniform_Base
  27. {
  28. class ItemInfo;
  29. };
  30. //uniforms
  31. #include "_uniforms.hpp"
  32. #include "_clone_armor_readjust_base.hpp"
  33. #include "_clone_armor_readjust_1.hpp"
  34. #include "_cadet_armor.hpp"
  35. #include "_medic_armor.hpp"
  36. #include "_rto_armor.hpp"
  37. #include "_other_armor.hpp"
  38. #include "_headwear.hpp"
  39. class JLTS_clone_comlink;
  40. class rd501_JLTS_clone_comlink: JLTS_clone_comlink
  41. {
  42. tf_range=5000;
  43. displayName="[501st] Clone Comlink";
  44. };
  45. //chest
  46. class macro_new_vest_class(blufor,purge_vest): V_RebreatherB
  47. {
  48. author = "RD501";
  49. scope = 2;
  50. side = 3;
  51. displayName = "Clone Purgetrooper Armor";
  52. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  53. model = "\SWOP_clones\armor\cloneArmor.p3d";
  54. hiddenSelections[] = {"Camo1"};
  55. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  56. class ItemInfo: VestItem
  57. {
  58. uniformModel = "\SWOP_clones\armor\cloneArmor.p3d";
  59. modelsides[] = {6};
  60. macro_rebreather_armor_stuff
  61. hiddenSelections[] = {"Camo1"};
  62. macro_clone_armor_hitpoints
  63. };
  64. };
  65. class macro_new_vest_class(blufor,gold_boi): V_RebreatherB
  66. {
  67. author = "RD501";
  68. scope = 2;
  69. side = 3;
  70. displayName = "Clone Goldilocks";
  71. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  72. model = "\SWOP_clones\armor\cloneArmor.p3d";
  73. hiddenSelections[] = {"Camo1"};
  74. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge_chest.paa};
  75. hiddenSelectionsMaterials[]=
  76. {
  77. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  78. };
  79. class ItemInfo: VestItem
  80. {
  81. uniformModel = "\SWOP_clones\armor\cloneArmor.p3d";
  82. modelsides[] = {6};
  83. macro_rebreather_armor_stuff
  84. hiddenSelections[] = {"Camo1"};
  85. macro_clone_armor_hitpoints
  86. };
  87. };
  88. class macro_new_vest_class(blufor,krayt_vest):V_RebreatherB
  89. {
  90. author = "RD501";
  91. scope = 2;
  92. side = 3;
  93. displayName = "Clone Pilot - 'Krayt'";
  94. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  95. model = "\SWOP_clones\armor\cloneArmorRecon.p3d";
  96. hiddenSelections[] = {"Camo1", "Camo2"};
  97. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\vest_krayt.paa, TEXTUREPATH\Republic\clones\krayt\krayt_spec.paa};
  98. class ItemInfo: VestItem
  99. {
  100. uniformModel = "\SWOP_clones\armor\cloneArmorRecon.p3d";
  101. modelsides[] = {6};
  102. hiddenSelections[] = {"Camo1", "Camo2"};
  103. macro_rebreather_armor_stuff
  104. class HitpointsProtectionInfo
  105. {
  106. class Diaphragm
  107. {
  108. hitpointName = "HitDiaphragm";
  109. armor = 7500;
  110. passThrough = 0.4;
  111. };
  112. class Chest
  113. {
  114. hitpointName = "HitChest";
  115. armor = 7000;
  116. passThrough = 0.4;
  117. };
  118. class Abdomen
  119. {
  120. hitpointName = "HitAbdomen";
  121. armor = 5000;
  122. passThrough = 0.4;
  123. };
  124. class Pelvis
  125. {
  126. hitpointName = "HitPelvis";
  127. armor = 6700;
  128. passThrough = 0.4;
  129. };
  130. class Neck
  131. {
  132. hitpointName = "HitNeck";
  133. armor = 1000;
  134. passThrough = 0.2;
  135. };
  136. class Arms
  137. {
  138. hitpointName = "HitArms";
  139. armor = 4000;
  140. passThrough = 0.2;
  141. };
  142. class Body
  143. {
  144. armor = 4000;
  145. hitpointName = "HitBody";
  146. passThrough = 0.4;
  147. };
  148. };
  149. };
  150. };
  151. class macro_new_vest_class(blufor,krayt_vest2):macro_new_vest_class(blufor,krayt_vest)
  152. {
  153. model = "\SWOP_clones\armor\cloneArmorAir.p3d";
  154. displayName = "Clone Pilot - 'AirKrayt'";
  155. class ItemInfo: ItemInfo
  156. {
  157. uniformModel = "\SWOP_clones\armor\cloneArmorAir.p3d";
  158. };
  159. };
  160. class macro_new_vest_class(501_inf,acc_9):V_RebreatherB
  161. {
  162. author = "RD501";
  163. scope = 2;
  164. side = 3;
  165. displayName = "[501st] INF ACC 09 (First Lt.)";
  166. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  167. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  168. hiddenSelections[] = {"Camo1"};
  169. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa};
  170. hiddenSelectionsMaterials[]=
  171. {
  172. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  173. };
  174. class ItemInfo: VestItem
  175. {
  176. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  177. modelsides[] = {6};
  178. hiddenSelections[] = {"Camo1"};
  179. macro_rebreather_armor_stuff
  180. containerClass="Supply100";
  181. hiddenSelectionsMaterials[]=
  182. {
  183. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  184. };
  185. class HitpointsProtectionInfo
  186. {
  187. class Diaphragm
  188. {
  189. hitpointName = "HitDiaphragm";
  190. armor = 7500;
  191. passThrough = 0.4;
  192. };
  193. class Chest
  194. {
  195. hitpointName = "HitChest";
  196. armor = 7000;
  197. passThrough = 0.4;
  198. };
  199. class Abdomen
  200. {
  201. hitpointName = "HitAbdomen";
  202. armor = 5000;
  203. passThrough = 0.4;
  204. };
  205. class Pelvis
  206. {
  207. hitpointName = "HitPelvis";
  208. armor = 6700;
  209. passThrough = 0.4;
  210. };
  211. class Neck
  212. {
  213. hitpointName = "HitNeck";
  214. armor = 1000;
  215. passThrough = 0.2;
  216. };
  217. class Arms
  218. {
  219. hitpointName = "HitArms";
  220. armor = 4000;
  221. passThrough = 0.2;
  222. };
  223. class Body
  224. {
  225. armor = 4000;
  226. hitpointName = "HitBody";
  227. passThrough = 0.4;
  228. };
  229. };
  230. };
  231. };
  232. class macro_new_vest_class(501_inf,acc_9_v2): macro_new_vest_class(501_inf,acc_9)
  233. {
  234. displayName = "[501st] INF ACC 09 (First Lt. V2)";
  235. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  236. class ItemInfo: ItemInfo
  237. {
  238. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  239. };
  240. };
  241. class macro_new_vest_class(501_inf,acc_8): macro_new_vest_class(501_inf,acc_9)
  242. {
  243. displayName = "[501st] INF ACC 08 (Second Lt.)";
  244. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  245. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  246. hiddenSelections[] = {"Camo1"};
  247. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\2nd_lt_pauldron.paa};
  248. class ItemInfo: ItemInfo
  249. {
  250. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  251. containerClass="Supply100";
  252. hiddenSelections[]=
  253. {
  254. "camo1"
  255. };
  256. };
  257. };
  258. class macro_new_vest_class(501_inf,acc_8_v2): macro_new_vest_class(501_inf,acc_8)
  259. {
  260. displayName = "[501st] INF ACC 08 (Second Lt. V2)";
  261. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  262. class ItemInfo: ItemInfo
  263. {
  264. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  265. };
  266. };
  267. class macro_new_vest_class(501_inf,acc_12): macro_new_vest_class(501_inf,acc_9)
  268. {
  269. displayName = "[501st] INF ACC 06 (Sgt. Major)"
  270. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  271. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  272. hiddenSelections[] = {"Camo1"};
  273. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sgtmajor_pauldron.paa};
  274. class ItemInfo: ItemInfo
  275. {
  276. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  277. containerClass="Supply100";
  278. hiddenSelections[]=
  279. {
  280. "camo1"
  281. };
  282. };
  283. };
  284. class macro_new_vest_class(501_inf,acc_12_v2): macro_new_vest_class(501_inf,acc_12)
  285. {
  286. displayName = "[501st] INF ACC 06 (Sgt. Major V2)"
  287. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  288. class ItemInfo: ItemInfo
  289. {
  290. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  291. };
  292. };
  293. class macro_new_vest_class(501_inf,acc_6): macro_new_vest_class(501_inf,acc_9)
  294. {
  295. displayName = "[501st] INF ACC 06 (Sgt. Major (C))";
  296. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  297. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  298. hiddenSelections[] = {"Camo1"};
  299. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\comp_ncoic_pauldron.paa};
  300. class ItemInfo: ItemInfo
  301. {
  302. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  303. containerClass="Supply100";
  304. hiddenSelections[]=
  305. {
  306. "camo1"
  307. };
  308. };
  309. };
  310. class macro_new_vest_class(501_inf,acc_6_v2): macro_new_vest_class(501_inf,acc_6)
  311. {
  312. displayName = "[501st] INF ACC 06 (Sgt. Major (C) V2)";
  313. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  314. class ItemInfo: ItemInfo
  315. {
  316. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  317. };
  318. };
  319. class macro_new_vest_class(501_inf,acc_7): macro_new_vest_class(501_inf,acc_9)
  320. {
  321. displayName = "[501st] INF ACC 07 (Sgt. Major (B))";
  322. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  323. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  324. hiddenSelections[] = {"Camo1"};
  325. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_ncoic_pauldron.paa};
  326. class ItemInfo: ItemInfo
  327. {
  328. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  329. containerClass="Supply100";
  330. hiddenSelections[]=
  331. {
  332. "camo1"
  333. };
  334. };
  335. };
  336. class macro_new_vest_class(501_inf,acc_7_v2): macro_new_vest_class(501_inf,acc_7)
  337. {
  338. displayName = "[501st] INF ACC 07 (Sgt. Major (B) V2)";
  339. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  340. class ItemInfo: ItemInfo
  341. {
  342. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  343. };
  344. };
  345. class macro_new_vest_class(501_inf,acc_10): macro_new_vest_class(501_inf,acc_9)
  346. {
  347. displayName = "[501st] INF ACC 10 (Captain)";
  348. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  349. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  350. hiddenSelections[] = {"Camo1"};
  351. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\cpt_pauldron.paa};
  352. class ItemInfo: ItemInfo
  353. {
  354. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  355. containerClass="Supply100";
  356. hiddenSelections[]=
  357. {
  358. "camo1"
  359. };
  360. };
  361. };
  362. class macro_new_vest_class(501_inf,acc_10_v2): macro_new_vest_class(501_inf,acc_10)
  363. {
  364. displayName = "[501st] INF ACC 10 (Captain V2)";
  365. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  366. class ItemInfo: ItemInfo
  367. {
  368. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  369. };
  370. };
  371. class macro_new_vest_class(501_inf,acc_11): macro_new_vest_class(501_inf,acc_9)
  372. {
  373. displayName = "[501st] INF ACC 11 (Major)";
  374. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  375. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  376. hiddenSelections[] = {"Camo1"};
  377. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\maj_pauldron.paa};
  378. class ItemInfo: ItemInfo
  379. {
  380. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  381. containerClass="Supply100";
  382. hiddenSelections[]=
  383. {
  384. "camo1"
  385. };
  386. };
  387. };
  388. class macro_new_vest_class(501_inf,acc_11_v2): macro_new_vest_class(501_inf,acc_11)
  389. {
  390. displayName = "[501st] INF ACC 11 (Major V2)";
  391. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  392. class ItemInfo: ItemInfo
  393. {
  394. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  395. };
  396. };
  397. class macro_new_vest_class(501_inf,acc_3): macro_new_vest_class(501_inf,acc_9)
  398. {
  399. displayName = "[501st] INF ACC 03 (Sr. Corporal)";
  400. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  401. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  402. hiddenSelections[] = {"Camo1"};
  403. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  404. hiddenSelectionsMaterials[]=
  405. {
  406. };
  407. class ItemInfo: ItemInfo
  408. {
  409. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  410. containerClass="Supply100";
  411. hiddenSelectionsMaterials[]=
  412. {
  413. };
  414. };
  415. };
  416. class macro_new_vest_class(501_inf,acc_1): macro_new_vest_class(501_inf,acc_9)
  417. {
  418. displayName = "[501st] INF ACC 01 (Vet. Trooper)";
  419. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  420. model = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  421. hiddenSelections[] = {"Camo1"};
  422. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  423. hiddenSelectionsMaterials[]=
  424. {
  425. };
  426. class ItemInfo: ItemInfo
  427. {
  428. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  429. containerClass="Supply100";
  430. hiddenSelectionsMaterials[]=
  431. {
  432. };
  433. };
  434. };
  435. class macro_new_vest_class(501_inf,acc_2): macro_new_vest_class(501_inf,acc_9)
  436. {
  437. displayName = "[501st] INF ACC 02 (Corporal)";
  438. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  439. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  440. hiddenSelections[] = {"Camo1"};
  441. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  442. hiddenSelectionsMaterials[]=
  443. {
  444. };
  445. class ItemInfo: ItemInfo
  446. {
  447. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  448. containerClass="Supply100";
  449. hiddenSelectionsMaterials[]=
  450. {
  451. };
  452. };
  453. };
  454. class macro_new_vest_class(501_inf,acc_4): macro_new_vest_class(501_inf,acc_9)
  455. {
  456. displayName = "[501st] INF ACC 04 (Sergeant)";
  457. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  458. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  459. hiddenSelections[] = {"Camo1","camo2"};
  460. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa", "MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  461. hiddenSelectionsMaterials[]=
  462. {
  463. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  464. ""
  465. };
  466. class ItemInfo: ItemInfo
  467. {
  468. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  469. containerClass="Supply100";
  470. hiddenSelectionsMaterials[]=
  471. {
  472. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  473. ""
  474. };
  475. };
  476. };
  477. class macro_new_vest_class(501_inf,acc_5): macro_new_vest_class(501_inf,acc_9)
  478. {
  479. displayName = "[501st] INF ACC 05 (Sr. Sergeant)";
  480. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  481. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  482. hiddenSelections[] = {"Camo1","camo2"};
  483. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa, TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  484. hiddenSelectionsMaterials[]=
  485. {
  486. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  487. ""
  488. };
  489. class ItemInfo: ItemInfo
  490. {
  491. hiddenSelections[]= {"camo1","camo2"};
  492. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  493. containerClass="Supply100";
  494. hiddenSelectionsMaterials[]=
  495. {
  496. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  497. ""
  498. };
  499. };
  500. };
  501. class macro_new_vest_class(501_inf,acc_r1): macro_new_vest_class(501_inf,acc_9)
  502. {
  503. displayName = "[501st] INF ACC RTO (NCO)";
  504. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  505. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  506. hiddenSelections[] = {"Camo1"};
  507. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_rto_pauldron.paa};
  508. hiddenSelectionsMaterials[]=
  509. {
  510. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  511. };
  512. class ItemInfo: ItemInfo
  513. {
  514. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  515. containerClass="Supply100";
  516. hiddenSelections[]=
  517. {
  518. "camo1"
  519. };
  520. hiddenSelectionsMaterials[]=
  521. {
  522. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  523. };
  524. };
  525. };
  526. class macro_new_vest_class(501_inf,acc_r1_v2): macro_new_vest_class(501_inf,acc_r1)
  527. {
  528. displayName = "[501st] INF ACC RTO (NCO) V2";
  529. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  530. class ItemInfo: ItemInfo
  531. {
  532. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  533. };
  534. };
  535. class macro_new_vest_class(501_inf,acc_m1): macro_new_vest_class(501_inf,acc_9)
  536. {
  537. displayName = "[501st] INF ACC Medic (NCO)";
  538. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  539. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  540. hiddenSelections[] = {"Camo1"};
  541. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_medic_pauldron.paa};
  542. hiddenSelectionsMaterials[]=
  543. {
  544. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  545. };
  546. class ItemInfo: ItemInfo
  547. {
  548. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  549. containerClass="Supply100";
  550. hiddenSelections[]=
  551. {
  552. "camo1"
  553. };
  554. hiddenSelectionsMaterials[]=
  555. {
  556. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  557. };
  558. };
  559. };
  560. class macro_new_vest_class(501_inf,acc_m1_v2): macro_new_vest_class(501_inf,acc_m1)
  561. {
  562. displayName = "[501st] INF ACC Medic (NCO) V2";
  563. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  564. class ItemInfo: ItemInfo
  565. {
  566. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  567. };
  568. };
  569. //
  570. class macro_new_vest_class(501_ab,acc_1): macro_new_vest_class(501_inf,acc_9)
  571. {
  572. displayName = "[501st] AB ACC 01 (Cadet)";
  573. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  574. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  575. hiddenSelections[] = {"Camo1","Camo2"};
  576. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_cadet_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  577. hiddenSelectionsMaterials[]=
  578. {
  579. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  580. ""
  581. };
  582. class ItemInfo: ItemInfo
  583. {
  584. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  585. containerClass="Supply100";
  586. hiddenSelections[]=
  587. {
  588. "camo1",
  589. "camo2"
  590. };
  591. hiddenSelectionsMaterials[]=
  592. {
  593. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  594. ""
  595. };
  596. };
  597. };
  598. class macro_new_vest_class(501_ab,acc_2): macro_new_vest_class(501_inf,acc_9)
  599. {
  600. displayName = "[501st] AB ACC 02 (Trooper)";
  601. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  602. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  603. hiddenSelections[] = {"Camo1","Camo2"};
  604. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  605. hiddenSelectionsMaterials[]=
  606. {
  607. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  608. ""
  609. };
  610. class ItemInfo: ItemInfo
  611. {
  612. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  613. containerClass="Supply100";
  614. hiddenSelections[]=
  615. {
  616. "camo1",
  617. "camo2"
  618. };
  619. hiddenSelectionsMaterials[]=
  620. {
  621. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  622. ""
  623. };
  624. };
  625. };
  626. class macro_new_vest_class(501_ab,acc_3): macro_new_vest_class(501_inf,acc_9)
  627. {
  628. displayName = "[501st] AB ACC 03 (Corporal)";
  629. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  630. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  631. hiddenSelections[] = {"Camo1","Camo2"};
  632. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  633. hiddenSelectionsMaterials[]=
  634. {
  635. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  636. ""
  637. };
  638. class ItemInfo: ItemInfo
  639. {
  640. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  641. containerClass="Supply100";
  642. hiddenSelections[]=
  643. {
  644. "camo1",
  645. "camo2"
  646. };
  647. hiddenSelectionsMaterials[]=
  648. {
  649. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  650. ""
  651. };
  652. };
  653. };
  654. class macro_new_vest_class(501_ab,acc_4): macro_new_vest_class(501_inf,acc_9)
  655. {
  656. displayName = "[501st] AB ACC 04 (Sergeant)";
  657. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  658. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  659. hiddenSelections[] = {"Camo1","Camo2"};
  660. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\heavy_accessories_co.paa};
  661. hiddenSelectionsMaterials[]=
  662. {
  663. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  664. ""
  665. };
  666. class ItemInfo: ItemInfo
  667. {
  668. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  669. containerClass="Supply100";
  670. hiddenSelections[]=
  671. {
  672. "camo1",
  673. "camo2"
  674. };
  675. hiddenSelectionsMaterials[]=
  676. {
  677. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  678. ""
  679. };
  680. };
  681. };
  682. class macro_new_vest_class(501_ab,acc_5): macro_new_vest_class(501_inf,acc_9)
  683. {
  684. displayName = "[501st] AB ACC 05 (Sgt. Major)";
  685. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  686. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  687. hiddenSelections[] = {"Camo1"};
  688. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc4_acc.paa};
  689. hiddenSelectionsMaterials[]=
  690. {
  691. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  692. };
  693. class ItemInfo: ItemInfo
  694. {
  695. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  696. containerClass="Supply100";
  697. hiddenSelections[]=
  698. {
  699. "camo1"
  700. };
  701. hiddenSelectionsMaterials[]=
  702. {
  703. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  704. };
  705. };
  706. };
  707. class macro_new_vest_class(501_ab,acc_5_v2): macro_new_vest_class(501_ab,acc_5)
  708. {
  709. displayName = "[501st] AB ACC 05 (Sgt. Major V2)";
  710. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  711. class ItemInfo: ItemInfo
  712. {
  713. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  714. };
  715. };
  716. class macro_new_vest_class(501_ab,acc_13): macro_new_vest_class(501_inf,acc_9)
  717. {
  718. displayName = "[501st] AB ACC 06 (NCOIC)";
  719. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  720. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  721. hiddenSelections[] = {"Camo1"};
  722. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ncoic_acc.paa};
  723. hiddenSelectionsMaterials[]=
  724. {
  725. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  726. };
  727. class ItemInfo: ItemInfo
  728. {
  729. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  730. containerClass="Supply100";
  731. hiddenSelections[]=
  732. {
  733. "camo1"
  734. };
  735. hiddenSelectionsMaterials[]=
  736. {
  737. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  738. };
  739. };
  740. };
  741. class macro_new_vest_class(501_ab,acc_13_v2): macro_new_vest_class(501_ab,acc_13)
  742. {
  743. displayName = "[501st] AB ACC 06 (NCOIC V2)";
  744. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  745. class ItemInfo: ItemInfo
  746. {
  747. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  748. };
  749. };
  750. class macro_new_vest_class(501_ab,acc_6): macro_new_vest_class(501_inf,acc_9)
  751. {
  752. displayName = "[501st] AB ACC 07 (Second Lt.)";
  753. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  754. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  755. hiddenSelections[] = {"Camo1"};
  756. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc3_acc.paa};
  757. hiddenSelectionsMaterials[]=
  758. {
  759. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  760. };
  761. class ItemInfo: ItemInfo
  762. {
  763. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  764. containerClass="Supply100";
  765. hiddenSelections[]=
  766. {
  767. "camo1"
  768. };
  769. hiddenSelectionsMaterials[]=
  770. {
  771. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  772. };
  773. };
  774. };
  775. class macro_new_vest_class(501_ab,acc_6_v2): macro_new_vest_class(501_ab,acc_6)
  776. {
  777. displayName = "[501st] AB ACC 07 (Second Lt. V2)";
  778. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  779. class ItemInfo: ItemInfo
  780. {
  781. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  782. };
  783. };
  784. class macro_new_vest_class(501_ab,acc_7): macro_new_vest_class(501_inf,acc_9)
  785. {
  786. displayName = "[501st] AB ACC 08 (First Lt.)";
  787. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  788. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  789. hiddenSelections[] = {"Camo1"};
  790. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc2_acc.paa};
  791. hiddenSelectionsMaterials[]=
  792. {
  793. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  794. };
  795. class ItemInfo: ItemInfo
  796. {
  797. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  798. containerClass="Supply100";
  799. hiddenSelections[]=
  800. {
  801. "camo1"
  802. };
  803. hiddenSelectionsMaterials[]=
  804. {
  805. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  806. };
  807. };
  808. };
  809. class macro_new_vest_class(501_ab,acc_7_v2): macro_new_vest_class(501_ab,acc_7)
  810. {
  811. displayName = "[501st] AB ACC 08 (First Lt. V2)";
  812. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  813. class ItemInfo: ItemInfo
  814. {
  815. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  816. };
  817. };
  818. class macro_new_vest_class(501_ab,acc_8): macro_new_vest_class(501_inf,acc_9)
  819. {
  820. displayName = "[501st] AB ACC 09 (Captain)";
  821. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  822. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  823. hiddenSelections[] = {"Camo1"};
  824. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc1_acc.paa};
  825. hiddenSelectionsMaterials[]=
  826. {
  827. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  828. };
  829. class ItemInfo: ItemInfo
  830. {
  831. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  832. containerClass="Supply100";
  833. hiddenSelections[]=
  834. {
  835. "camo1"
  836. };
  837. hiddenSelectionsMaterials[]=
  838. {
  839. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  840. };
  841. };
  842. };
  843. class macro_new_vest_class(501_ab,acc_8_v2): macro_new_vest_class(501_ab,acc_8)
  844. {
  845. displayName = "[501st] AB ACC 09 (Captain V2)";
  846. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  847. class ItemInfo: ItemInfo
  848. {
  849. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  850. };
  851. };
  852. class macro_new_vest_class(501_ab,acc_9): macro_new_vest_class(501_inf,acc_9)
  853. {
  854. displayName = "[501st] AB RTO ACC 01 (Corporal)";
  855. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  856. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  857. hiddenSelections[] = {"Camo1","Camo2"};
  858. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc1.paa};
  859. hiddenSelectionsMaterials[]=
  860. {
  861. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  862. ""
  863. };
  864. class ItemInfo: ItemInfo
  865. {
  866. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  867. containerClass="Supply100";
  868. hiddenSelections[]=
  869. {
  870. "camo1",
  871. "camo2"
  872. };
  873. hiddenSelectionsMaterials[]=
  874. {
  875. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  876. ""
  877. };
  878. };
  879. };
  880. class macro_new_vest_class(501_ab,acc_10): macro_new_vest_class(501_inf,acc_9)
  881. {
  882. displayName = "[501st] AB MED ACC 01 (Corporal)";
  883. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  884. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  885. hiddenSelections[] = {"Camo1","Camo2"};
  886. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc1.paa};
  887. hiddenSelectionsMaterials[]=
  888. {
  889. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  890. ""
  891. };
  892. class ItemInfo: ItemInfo
  893. {
  894. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  895. containerClass="Supply100";
  896. hiddenSelections[]=
  897. {
  898. "camo1",
  899. "camo2"
  900. };
  901. hiddenSelectionsMaterials[]=
  902. {
  903. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  904. ""
  905. };
  906. };
  907. };
  908. class macro_new_vest_class(501_ab,acc_11): macro_new_vest_class(501_inf,acc_9)
  909. {
  910. displayName = "[501st] AB RTO ACC 02 (Sergeant)";
  911. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  912. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  913. hiddenSelections[] = {"Camo1","Camo2"};
  914. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc.paa};
  915. hiddenSelectionsMaterials[]=
  916. {
  917. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  918. ""
  919. };
  920. class ItemInfo: ItemInfo
  921. {
  922. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  923. containerClass="Supply100";
  924. hiddenSelections[]=
  925. {
  926. "camo1",
  927. "camo2"
  928. };
  929. hiddenSelectionsMaterials[]=
  930. {
  931. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  932. ""
  933. };
  934. };
  935. };
  936. class macro_new_vest_class(501_ab,acc_12): macro_new_vest_class(501_inf,acc_9)
  937. {
  938. displayName = "[501st] AB MED ACC 02 (Sergeant)";
  939. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  940. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  941. hiddenSelections[] = {"Camo1","Camo2"};
  942. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc.paa};
  943. hiddenSelectionsMaterials[]=
  944. {
  945. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  946. ""
  947. };
  948. class ItemInfo: ItemInfo
  949. {
  950. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  951. containerClass="Supply100";
  952. hiddenSelections[]=
  953. {
  954. "camo1",
  955. "camo2"
  956. };
  957. hiddenSelectionsMaterials[]=
  958. {
  959. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  960. ""
  961. };
  962. };
  963. };
  964. //
  965. class macro_new_vest_class(501_avi,acc_1): macro_new_vest_class(501_inf,acc_9)
  966. {
  967. displayName = "[501st] AVI ACC 01 (Flight Officer)";
  968. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  969. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  970. hiddenSelections[] = {"Camo1"};
  971. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  972. hiddenSelectionsMaterials[]=
  973. {
  974. };
  975. class ItemInfo: ItemInfo
  976. {
  977. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  978. containerClass="Supply100";
  979. hiddenSelections[]=
  980. {
  981. "camo1"
  982. };
  983. hiddenSelectionsMaterials[]=
  984. {
  985. };
  986. };
  987. };
  988. class macro_new_vest_class(501_avi,acc_2): macro_new_vest_class(501_inf,acc_9)
  989. {
  990. displayName = "[501st] AVI ACC 02 (Jr. Lieutenant)";
  991. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  992. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  993. hiddenSelections[] = {"Camo1","Camo2"};
  994. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa","MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  995. hiddenSelectionsMaterials[]=
  996. {
  997. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  998. ""
  999. };
  1000. class ItemInfo: ItemInfo
  1001. {
  1002. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  1003. containerClass="Supply100";
  1004. hiddenSelections[]=
  1005. {
  1006. "camo1",
  1007. "camo2"
  1008. };
  1009. hiddenSelectionsMaterials[]=
  1010. {
  1011. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1012. ""
  1013. };
  1014. };
  1015. };
  1016. class macro_new_vest_class(501_avi,acc_3): macro_new_vest_class(501_inf,acc_9)
  1017. {
  1018. displayName = "[501st] AVI ACC 03 (Second Lieutenant)";
  1019. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1020. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1021. hiddenSelections[] = {"Camo1"};
  1022. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx1_acc.paa};
  1023. hiddenSelectionsMaterials[]=
  1024. {
  1025. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1026. };
  1027. class ItemInfo: ItemInfo
  1028. {
  1029. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1030. containerClass="Supply100";
  1031. hiddenSelections[]=
  1032. {
  1033. "camo1"
  1034. };
  1035. hiddenSelectionsMaterials[]=
  1036. {
  1037. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1038. };
  1039. };
  1040. };
  1041. class macro_new_vest_class(501_avi,acc_3_v2): macro_new_vest_class(501_avi,acc_3)
  1042. {
  1043. displayName = "[501st] AVI ACC 03 (Second Lieutenant) V2";
  1044. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1045. class ItemInfo: ItemInfo
  1046. {
  1047. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1048. };
  1049. };
  1050. class macro_new_vest_class(501_avi,acc_4): macro_new_vest_class(501_inf,acc_9)
  1051. {
  1052. displayName = "[501st] AVI ACC 04 (First Lieutenant)";
  1053. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1054. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1055. hiddenSelections[] = {"Camo1"};
  1056. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx2_acc.paa};
  1057. hiddenSelectionsMaterials[]=
  1058. {
  1059. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1060. };
  1061. class ItemInfo: ItemInfo
  1062. {
  1063. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1064. containerClass="Supply100";
  1065. hiddenSelections[]=
  1066. {
  1067. "camo1"
  1068. };
  1069. hiddenSelectionsMaterials[]=
  1070. {
  1071. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1072. };
  1073. };
  1074. };
  1075. class macro_new_vest_class(501_avi,acc_4_v2): macro_new_vest_class(501_avi,acc_4)
  1076. {
  1077. displayName = "[501st] AVI ACC 04 (First Lieutenant) V2";
  1078. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1079. class ItemInfo: ItemInfo
  1080. {
  1081. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1082. };
  1083. };
  1084. class macro_new_vest_class(501_avi,acc_5): macro_new_vest_class(501_inf,acc_9)
  1085. {
  1086. displayName = "[501st] AVI ACC 05 (Captain)";
  1087. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1088. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1089. hiddenSelections[] = {"Camo1"};
  1090. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx_acc.paa};
  1091. hiddenSelectionsMaterials[]=
  1092. {
  1093. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1094. };
  1095. class ItemInfo: ItemInfo
  1096. {
  1097. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1098. containerClass="Supply100";
  1099. hiddenSelections[]=
  1100. {
  1101. "camo1"
  1102. };
  1103. hiddenSelectionsMaterials[]=
  1104. {
  1105. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1106. };
  1107. };
  1108. };
  1109. class macro_new_vest_class(501_avi,acc_5_v2): macro_new_vest_class(501_avi,acc_5)
  1110. {
  1111. displayName = "[501st] AVI ACC 05 (Captain) V2";
  1112. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1113. class ItemInfo: ItemInfo
  1114. {
  1115. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1116. };
  1117. };
  1118. //
  1119. class macro_new_vest_class(501_arc,acc_1): macro_new_vest_class(501_inf,acc_9)
  1120. {
  1121. displayname = "[501st] ARC ACC 01"
  1122. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1123. model="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1124. hiddenSelections[] = {"Camo1"};
  1125. hiddenSelectionsTextures[] = {MRC\JLTS\characters\CloneArmor\data\Clone_vest_arc_co.paa};
  1126. hiddenSelectionsMaterials[]=
  1127. {
  1128. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1129. };
  1130. class ItemInfo: ItemInfo
  1131. {
  1132. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1133. containerClass="Supply100";
  1134. hiddenSelections[]=
  1135. {
  1136. "camo1"
  1137. };
  1138. hiddenSelectionsMaterials[]=
  1139. {
  1140. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1141. };
  1142. };
  1143. };
  1144. class macro_new_vest_class(501_arc,acc_3): macro_new_vest_class(501_inf,acc_9)
  1145. {
  1146. displayname = "[501st] ARC ACC 02"
  1147. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1148. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1149. hiddenSelections[] = {"Camo1"};
  1150. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_02.paa};
  1151. hiddenSelectionsMaterials[]=
  1152. {
  1153. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1154. };
  1155. class ItemInfo: ItemInfo
  1156. {
  1157. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1158. containerClass="Supply100";
  1159. hiddenSelections[]=
  1160. {
  1161. "camo1"
  1162. };
  1163. hiddenSelectionsMaterials[]=
  1164. {
  1165. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1166. };
  1167. };
  1168. };
  1169. class macro_new_vest_class(501_arc,acc_4): macro_new_vest_class(501_inf,acc_9)
  1170. {
  1171. displayname = "[501st] ARC ACC 03"
  1172. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1173. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1174. hiddenSelections[] = {"Camo1"};
  1175. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_03.paa};
  1176. hiddenSelectionsMaterials[]=
  1177. {
  1178. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1179. };
  1180. class ItemInfo: ItemInfo
  1181. {
  1182. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1183. containerClass="Supply100";
  1184. hiddenSelections[]=
  1185. {
  1186. "camo1"
  1187. };
  1188. hiddenSelectionsMaterials[]=
  1189. {
  1190. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1191. };
  1192. };
  1193. };
  1194. class macro_new_vest_class(501_arc,acc_5): macro_new_vest_class(501_inf,acc_9)
  1195. {
  1196. displayname = "[501st] ARC ACC 04"
  1197. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1198. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1199. hiddenSelections[] = {"Camo1"};
  1200. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_04.paa};
  1201. hiddenSelectionsMaterials[]=
  1202. {
  1203. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1204. };
  1205. class ItemInfo: ItemInfo
  1206. {
  1207. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1208. containerClass="Supply100";
  1209. hiddenSelections[]=
  1210. {
  1211. "camo1"
  1212. };
  1213. hiddenSelectionsMaterials[]=
  1214. {
  1215. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1216. };
  1217. };
  1218. };
  1219. //
  1220. class macro_new_vest_class(501_rg,acc_1): macro_new_vest_class(501_inf,acc_9)
  1221. {
  1222. displayname = "[Empire] Royal Guard ACC"
  1223. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestKama_ui_ca.paa";
  1224. model="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1225. hiddenSelections[] = {"Camo1"};
  1226. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\acc\rg_acc.paa};
  1227. hiddenSelectionsMaterials[]=
  1228. {
  1229. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1230. };
  1231. class ItemInfo: ItemInfo
  1232. {
  1233. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1234. containerClass="Supply100";
  1235. hiddenSelections[]=
  1236. {
  1237. "camo1"
  1238. };
  1239. hiddenSelectionsMaterials[]=
  1240. {
  1241. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1242. };
  1243. };
  1244. };
  1245. //
  1246. class macro_new_vest_class(501_invis,vest): macro_new_vest_class(501_inf,acc_9)
  1247. {
  1248. displayname = "[501st] Nanoweave Under Armour"
  1249. picture = "\SWOP_sith\data\impguardpalliumicon_x_ca.paa";
  1250. model="RD501_Units\nothing.p3d";
  1251. hiddenSelections[] = {""};
  1252. hiddenSelectionsTextures[] = {""};
  1253. hiddenSelectionsMaterials[]={""};
  1254. class ItemInfo: ItemInfo
  1255. {
  1256. uniformModel="RD501_Units\nothing.p3d";
  1257. containerClass="Supply100";
  1258. hiddenSelections[]={""};
  1259. hiddenSelectionsMaterials[]={""};
  1260. };
  1261. };
  1262. class macro_new_vest_class(501_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1263. {
  1264. displayname = "[501st] Sidearm Holster";
  1265. picture = "\MRC\JLTS\characters\CloneArmor2\data\ui\CloneVestHolster_ui_ca.paa";
  1266. model = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1267. hiddenSelections[] = {"camo1"};
  1268. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1269. class ItemInfo: ItemInfo
  1270. {
  1271. uniformmodel = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1272. containerClass="Supply100";
  1273. hiddenSelections[] = {"camo1"};
  1274. };
  1275. };
  1276. class macro_new_vest_class(501_razorblade_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1277. {
  1278. displayname = "[501st] Razorblade Holster"
  1279. picture="\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_pic.paa";
  1280. model="\RD501_Units\models\razorblade_holster.p3d";
  1281. hiddenSelections[] = {"camo1"};
  1282. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1283. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1284. class ItemInfo: ItemInfo
  1285. {
  1286. uniformModel="\RD501_Units\models\razorblade_holster.p3d";
  1287. containerClass="Supply100";
  1288. hiddenSelections[] = {"camo1"};
  1289. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1290. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1291. };
  1292. };
  1293. };
  1294. class DefaultEventhandlers;
  1295. class CfgVehicles
  1296. {
  1297. class SWOP_Clonetrooper_501jesse_F;
  1298. class B_Soldier_base_f;
  1299. class B_Soldier_f: B_Soldier_base_F
  1300. {
  1301. class HitPoints;
  1302. };
  1303. class macro_new_uniform_skin_class(blufor,purge_uniform): B_Soldier_base_F
  1304. {
  1305. author = "RD501";
  1306. scope = 1;
  1307. model = "SWOP_clones\uniform\cloneBody.p3d";
  1308. nakedUniform = "U_BasicBody";
  1309. hiddenSelections[] = {"Camo1"};
  1310. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  1311. class EventHandlers :DefaultEventhandlers {};
  1312. };
  1313. class macro_new_uniform_skin_class(blufor,krayt_uniform): B_Soldier_base_F
  1314. {
  1315. author = "RD501";
  1316. scope = 1;
  1317. model = "SWOP_clones\uniform\cloneBody.p3d";
  1318. nakedUniform = "U_BasicBody";
  1319. hiddenSelections[] = {"Camo1"};
  1320. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\uniform_krayt.paa};
  1321. class EventHandlers :DefaultEventhandlers {};
  1322. };
  1323. class macro_new_uniform_skin_class(blufor,jesse): SWOP_Clonetrooper_501jesse_F
  1324. {
  1325. author = "RD501";
  1326. scope = 2;
  1327. model = "SWOP_clones\uniform\cloneBody.p3d";
  1328. nakedUniform = "U_BasicBody";
  1329. hiddenSelections[] = {"Camo1"};
  1330. hiddenSelectionsTextures[] = {
  1331. TEXTUREPATH\Republic\clones\Jesse_medic_uniform.paa
  1332. };
  1333. class EventHandlers : DefaultEventhandlers {};
  1334. };
  1335. class SWOP_Clonetrooper_501srtrooper_F;
  1336. class macro_new_uniform_skin_class(blufor,senior_trooper): SWOP_Clonetrooper_501srtrooper_F
  1337. {
  1338. author = "RD501";
  1339. scope = 1;
  1340. model = "SWOP_clones\uniform\cloneBody.p3d";
  1341. nakedUniform = "U_BasicBody";
  1342. hiddenSelections[] = {"Camo1"};
  1343. hiddenSelectionsTextures[] = {
  1344. TEXTUREPATH\Republic\clones\SRTrooper_uniform.paa
  1345. };
  1346. class EventHandlers : DefaultEventhandlers {};
  1347. };
  1348. class macro_new_uniform_skin_class(blufor,vet_trooper): SWOP_Clonetrooper_501srtrooper_F
  1349. {
  1350. author = "RD501";
  1351. scope = 1;
  1352. model = "SWOP_clones\uniform\cloneBody.p3d";
  1353. nakedUniform = "U_BasicBody";
  1354. hiddenSelections[] = {"Camo1"};
  1355. hiddenSelectionsTextures[] = {
  1356. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1357. };
  1358. class EventHandlers : DefaultEventhandlers {};
  1359. };
  1360. class macro_new_uniform_skin_class(blufor,gold_trooper): SWOP_Clonetrooper_501srtrooper_F
  1361. {
  1362. author = "RD501";
  1363. scope = 1;
  1364. model = "SWOP_clones\uniform\cloneBody.p3d";
  1365. nakedUniform = "U_BasicBody";
  1366. hiddenSelections[] = {"Camo1"};
  1367. hiddenSelectionsTextures[] = {
  1368. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1369. };
  1370. class EventHandlers : DefaultEventhandlers {};
  1371. hiddenSelectionsMaterials[]=
  1372. {
  1373. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  1374. };
  1375. };
  1376. class O_Soldier_base_F;
  1377. class SWOP_Mando_Uniform_black: O_Soldier_base_F
  1378. {
  1379. htMax = 1800;
  1380. htMin = 60;
  1381. class HitPoints
  1382. {
  1383. class HitFace
  1384. {
  1385. armor = 1;
  1386. explosionShielding = 0.1;
  1387. material = -1;
  1388. minimalHit = 0.01;
  1389. name = "face_hub";
  1390. passThrough = 0.8;
  1391. radius = 0.08;
  1392. };
  1393. class HitNeck: HitFace
  1394. {
  1395. armor = 1;
  1396. explosionShielding = 0.5;
  1397. material = -1;
  1398. minimalHit = 0.01;
  1399. name = "neck";
  1400. passThrough = 0.8;
  1401. radius = 0.1;
  1402. };
  1403. class HitHead: HitNeck
  1404. {
  1405. armor = 1;
  1406. depends = "HitFace max HitNeck";
  1407. explosionShielding = 0.5;
  1408. material = -1;
  1409. minimalHit = 0.01;
  1410. name = "head";
  1411. passThrough = 0.8;
  1412. radius = 0.2;
  1413. };
  1414. class HitPelvis
  1415. {
  1416. armor = 6;
  1417. depends = "0";
  1418. explosionShielding = 1;
  1419. material = -1;
  1420. minimalHit = 0.01;
  1421. name = "pelvis";
  1422. passThrough = 0.8;
  1423. radius = 0.24;
  1424. visual = "injury_body";
  1425. };
  1426. class HitAbdomen: HitPelvis
  1427. {
  1428. armor = 1;
  1429. depends = "0";
  1430. explosionShielding = 1;
  1431. material = -1;
  1432. minimalHit = 0.01;
  1433. name = "spine1";
  1434. passThrough = 0.8;
  1435. radius = 0.16;
  1436. visual = "injury_body";
  1437. };
  1438. class HitDiaphragm: HitAbdomen
  1439. {
  1440. armor = 1;
  1441. depends = "0";
  1442. explosionShielding = 6;
  1443. material = -1;
  1444. minimalHit = 0.01;
  1445. name = "spine2";
  1446. passThrough = 0.8;
  1447. radius = 0.18;
  1448. visual = "injury_body";
  1449. };
  1450. class HitChest: HitDiaphragm
  1451. {
  1452. armor = 1;
  1453. depends = "0";
  1454. explosionShielding = 6;
  1455. material = -1;
  1456. minimalHit = 0.01;
  1457. name = "spine3";
  1458. passThrough = 0.8;
  1459. radius = 0.18;
  1460. visual = "injury_body";
  1461. };
  1462. class HitBody: HitChest
  1463. {
  1464. armor = 1000;
  1465. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1466. explosionShielding = 6;
  1467. material = -1;
  1468. minimalHit = 0.01;
  1469. name = "body";
  1470. passThrough = 1;
  1471. radius = 0;
  1472. visual = "injury_body";
  1473. };
  1474. class HitArms
  1475. {
  1476. armor = 3;
  1477. depends = "0";
  1478. explosionShielding = 1;
  1479. material = -1;
  1480. minimalHit = 0.01;
  1481. name = "arms";
  1482. passThrough = 1;
  1483. radius = 0.1;
  1484. visual = "injury_hands";
  1485. };
  1486. class HitHands: HitArms
  1487. {
  1488. armor = 3;
  1489. depends = "HitArms";
  1490. explosionShielding = 1;
  1491. material = -1;
  1492. minimalHit = 0.01;
  1493. name = "hands";
  1494. passThrough = 1;
  1495. radius = 0.1;
  1496. visual = "injury_hands";
  1497. };
  1498. class HitLegs
  1499. {
  1500. armor = 3;
  1501. depends = "0";
  1502. explosionShielding = 1;
  1503. material = -1;
  1504. minimalHit = 0.01;
  1505. name = "legs";
  1506. passThrough = 1;
  1507. radius = 0.14;
  1508. visual = "injury_legs";
  1509. };
  1510. class Incapacitated
  1511. {
  1512. armor = 1000;
  1513. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1514. explosionShielding = 1;
  1515. material = -1;
  1516. minimalHit = 0;
  1517. name = "body";
  1518. passThrough = 1;
  1519. radius = 0;
  1520. visual = "";
  1521. };
  1522. };
  1523. };
  1524. class SWOP_Mando_Uniform_brown: O_Soldier_base_F
  1525. {
  1526. htMax = 1800;
  1527. htMin = 60;
  1528. class HitPoints
  1529. {
  1530. class HitFace
  1531. {
  1532. armor = 1;
  1533. explosionShielding = 0.1;
  1534. material = -1;
  1535. minimalHit = 0.01;
  1536. name = "face_hub";
  1537. passThrough = 0.8;
  1538. radius = 0.08;
  1539. };
  1540. class HitNeck: HitFace
  1541. {
  1542. armor = 1;
  1543. explosionShielding = 0.5;
  1544. material = -1;
  1545. minimalHit = 0.01;
  1546. name = "neck";
  1547. passThrough = 0.8;
  1548. radius = 0.1;
  1549. };
  1550. class HitHead: HitNeck
  1551. {
  1552. armor = 1;
  1553. depends = "HitFace max HitNeck";
  1554. explosionShielding = 0.5;
  1555. material = -1;
  1556. minimalHit = 0.01;
  1557. name = "head";
  1558. passThrough = 0.8;
  1559. radius = 0.2;
  1560. };
  1561. class HitPelvis
  1562. {
  1563. armor = 6;
  1564. depends = "0";
  1565. explosionShielding = 1;
  1566. material = -1;
  1567. minimalHit = 0.01;
  1568. name = "pelvis";
  1569. passThrough = 0.8;
  1570. radius = 0.24;
  1571. visual = "injury_body";
  1572. };
  1573. class HitAbdomen: HitPelvis
  1574. {
  1575. armor = 1;
  1576. depends = "0";
  1577. explosionShielding = 1;
  1578. material = -1;
  1579. minimalHit = 0.01;
  1580. name = "spine1";
  1581. passThrough = 0.8;
  1582. radius = 0.16;
  1583. visual = "injury_body";
  1584. };
  1585. class HitDiaphragm: HitAbdomen
  1586. {
  1587. armor = 1;
  1588. depends = "0";
  1589. explosionShielding = 6;
  1590. material = -1;
  1591. minimalHit = 0.01;
  1592. name = "spine2";
  1593. passThrough = 0.8;
  1594. radius = 0.18;
  1595. visual = "injury_body";
  1596. };
  1597. class HitChest: HitDiaphragm
  1598. {
  1599. armor = 1;
  1600. depends = "0";
  1601. explosionShielding = 6;
  1602. material = -1;
  1603. minimalHit = 0.01;
  1604. name = "spine3";
  1605. passThrough = 0.8;
  1606. radius = 0.18;
  1607. visual = "injury_body";
  1608. };
  1609. class HitBody: HitChest
  1610. {
  1611. armor = 1000;
  1612. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1613. explosionShielding = 6;
  1614. material = -1;
  1615. minimalHit = 0.01;
  1616. name = "body";
  1617. passThrough = 1;
  1618. radius = 0;
  1619. visual = "injury_body";
  1620. };
  1621. class HitArms
  1622. {
  1623. armor = 3;
  1624. depends = "0";
  1625. explosionShielding = 1;
  1626. material = -1;
  1627. minimalHit = 0.01;
  1628. name = "arms";
  1629. passThrough = 1;
  1630. radius = 0.1;
  1631. visual = "injury_hands";
  1632. };
  1633. class HitHands: HitArms
  1634. {
  1635. armor = 3;
  1636. depends = "HitArms";
  1637. explosionShielding = 1;
  1638. material = -1;
  1639. minimalHit = 0.01;
  1640. name = "hands";
  1641. passThrough = 1;
  1642. radius = 0.1;
  1643. visual = "injury_hands";
  1644. };
  1645. class HitLegs
  1646. {
  1647. armor = 3;
  1648. depends = "0";
  1649. explosionShielding = 1;
  1650. material = -1;
  1651. minimalHit = 0.01;
  1652. name = "legs";
  1653. passThrough = 1;
  1654. radius = 0.14;
  1655. visual = "injury_legs";
  1656. };
  1657. class Incapacitated
  1658. {
  1659. armor = 1000;
  1660. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1661. explosionShielding = 1;
  1662. material = -1;
  1663. minimalHit = 0;
  1664. name = "body";
  1665. passThrough = 1;
  1666. radius = 0;
  1667. visual = "";
  1668. };
  1669. };
  1670. };
  1671. class SWOP_Mando_Uniform_Wren: O_Soldier_base_F
  1672. {
  1673. htMax = 1800;
  1674. htMin = 60;
  1675. class HitPoints
  1676. {
  1677. class HitFace
  1678. {
  1679. armor = 1;
  1680. explosionShielding = 0.1;
  1681. material = -1;
  1682. minimalHit = 0.01;
  1683. name = "face_hub";
  1684. passThrough = 0.8;
  1685. radius = 0.08;
  1686. };
  1687. class HitNeck: HitFace
  1688. {
  1689. armor = 1;
  1690. explosionShielding = 0.5;
  1691. material = -1;
  1692. minimalHit = 0.01;
  1693. name = "neck";
  1694. passThrough = 0.8;
  1695. radius = 0.1;
  1696. };
  1697. class HitHead: HitNeck
  1698. {
  1699. armor = 1;
  1700. depends = "HitFace max HitNeck";
  1701. explosionShielding = 0.5;
  1702. material = -1;
  1703. minimalHit = 0.01;
  1704. name = "head";
  1705. passThrough = 0.8;
  1706. radius = 0.2;
  1707. };
  1708. class HitPelvis
  1709. {
  1710. armor = 6;
  1711. depends = "0";
  1712. explosionShielding = 1;
  1713. material = -1;
  1714. minimalHit = 0.01;
  1715. name = "pelvis";
  1716. passThrough = 0.8;
  1717. radius = 0.24;
  1718. visual = "injury_body";
  1719. };
  1720. class HitAbdomen: HitPelvis
  1721. {
  1722. armor = 1;
  1723. depends = "0";
  1724. explosionShielding = 1;
  1725. material = -1;
  1726. minimalHit = 0.01;
  1727. name = "spine1";
  1728. passThrough = 0.8;
  1729. radius = 0.16;
  1730. visual = "injury_body";
  1731. };
  1732. class HitDiaphragm: HitAbdomen
  1733. {
  1734. armor = 1;
  1735. depends = "0";
  1736. explosionShielding = 6;
  1737. material = -1;
  1738. minimalHit = 0.01;
  1739. name = "spine2";
  1740. passThrough = 0.8;
  1741. radius = 0.18;
  1742. visual = "injury_body";
  1743. };
  1744. class HitChest: HitDiaphragm
  1745. {
  1746. armor = 1;
  1747. depends = "0";
  1748. explosionShielding = 6;
  1749. material = -1;
  1750. minimalHit = 0.01;
  1751. name = "spine3";
  1752. passThrough = 0.8;
  1753. radius = 0.18;
  1754. visual = "injury_body";
  1755. };
  1756. class HitBody: HitChest
  1757. {
  1758. armor = 1000;
  1759. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1760. explosionShielding = 6;
  1761. material = -1;
  1762. minimalHit = 0.01;
  1763. name = "body";
  1764. passThrough = 1;
  1765. radius = 0;
  1766. visual = "injury_body";
  1767. };
  1768. class HitArms
  1769. {
  1770. armor = 3;
  1771. depends = "0";
  1772. explosionShielding = 1;
  1773. material = -1;
  1774. minimalHit = 0.01;
  1775. name = "arms";
  1776. passThrough = 1;
  1777. radius = 0.1;
  1778. visual = "injury_hands";
  1779. };
  1780. class HitHands: HitArms
  1781. {
  1782. armor = 3;
  1783. depends = "HitArms";
  1784. explosionShielding = 1;
  1785. material = -1;
  1786. minimalHit = 0.01;
  1787. name = "hands";
  1788. passThrough = 1;
  1789. radius = 0.1;
  1790. visual = "injury_hands";
  1791. };
  1792. class HitLegs
  1793. {
  1794. armor = 3;
  1795. depends = "0";
  1796. explosionShielding = 1;
  1797. material = -1;
  1798. minimalHit = 0.01;
  1799. name = "legs";
  1800. passThrough = 1;
  1801. radius = 0.14;
  1802. visual = "injury_legs";
  1803. };
  1804. class Incapacitated
  1805. {
  1806. armor = 1000;
  1807. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1808. explosionShielding = 1;
  1809. material = -1;
  1810. minimalHit = 0;
  1811. name = "body";
  1812. passThrough = 1;
  1813. radius = 0;
  1814. visual = "";
  1815. };
  1816. };
  1817. };
  1818. class SWOP_Mando_Uniform_DW: O_Soldier_base_F
  1819. {
  1820. htMax = 1800;
  1821. htMin = 60;
  1822. class HitPoints
  1823. {
  1824. class HitFace
  1825. {
  1826. armor = 1;
  1827. explosionShielding = 0.1;
  1828. material = -1;
  1829. minimalHit = 0.01;
  1830. name = "face_hub";
  1831. passThrough = 0.8;
  1832. radius = 0.08;
  1833. };
  1834. class HitNeck: HitFace
  1835. {
  1836. armor = 1;
  1837. explosionShielding = 0.5;
  1838. material = -1;
  1839. minimalHit = 0.01;
  1840. name = "neck";
  1841. passThrough = 0.8;
  1842. radius = 0.1;
  1843. };
  1844. class HitHead: HitNeck
  1845. {
  1846. armor = 1;
  1847. depends = "HitFace max HitNeck";
  1848. explosionShielding = 0.5;
  1849. material = -1;
  1850. minimalHit = 0.01;
  1851. name = "head";
  1852. passThrough = 0.8;
  1853. radius = 0.2;
  1854. };
  1855. class HitPelvis
  1856. {
  1857. armor = 6;
  1858. depends = "0";
  1859. explosionShielding = 1;
  1860. material = -1;
  1861. minimalHit = 0.01;
  1862. name = "pelvis";
  1863. passThrough = 0.8;
  1864. radius = 0.24;
  1865. visual = "injury_body";
  1866. };
  1867. class HitAbdomen: HitPelvis
  1868. {
  1869. armor = 1;
  1870. depends = "0";
  1871. explosionShielding = 1;
  1872. material = -1;
  1873. minimalHit = 0.01;
  1874. name = "spine1";
  1875. passThrough = 0.8;
  1876. radius = 0.16;
  1877. visual = "injury_body";
  1878. };
  1879. class HitDiaphragm: HitAbdomen
  1880. {
  1881. armor = 1;
  1882. depends = "0";
  1883. explosionShielding = 6;
  1884. material = -1;
  1885. minimalHit = 0.01;
  1886. name = "spine2";
  1887. passThrough = 0.8;
  1888. radius = 0.18;
  1889. visual = "injury_body";
  1890. };
  1891. class HitChest: HitDiaphragm
  1892. {
  1893. armor = 1;
  1894. depends = "0";
  1895. explosionShielding = 6;
  1896. material = -1;
  1897. minimalHit = 0.01;
  1898. name = "spine3";
  1899. passThrough = 0.8;
  1900. radius = 0.18;
  1901. visual = "injury_body";
  1902. };
  1903. class HitBody: HitChest
  1904. {
  1905. armor = 1000;
  1906. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1907. explosionShielding = 6;
  1908. material = -1;
  1909. minimalHit = 0.01;
  1910. name = "body";
  1911. passThrough = 1;
  1912. radius = 0;
  1913. visual = "injury_body";
  1914. };
  1915. class HitArms
  1916. {
  1917. armor = 3;
  1918. depends = "0";
  1919. explosionShielding = 1;
  1920. material = -1;
  1921. minimalHit = 0.01;
  1922. name = "arms";
  1923. passThrough = 1;
  1924. radius = 0.1;
  1925. visual = "injury_hands";
  1926. };
  1927. class HitHands: HitArms
  1928. {
  1929. armor = 3;
  1930. depends = "HitArms";
  1931. explosionShielding = 1;
  1932. material = -1;
  1933. minimalHit = 0.01;
  1934. name = "hands";
  1935. passThrough = 1;
  1936. radius = 0.1;
  1937. visual = "injury_hands";
  1938. };
  1939. class HitLegs
  1940. {
  1941. armor = 3;
  1942. depends = "0";
  1943. explosionShielding = 1;
  1944. material = -1;
  1945. minimalHit = 0.01;
  1946. name = "legs";
  1947. passThrough = 1;
  1948. radius = 0.14;
  1949. visual = "injury_legs";
  1950. };
  1951. class Incapacitated
  1952. {
  1953. armor = 1000;
  1954. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1955. explosionShielding = 1;
  1956. material = -1;
  1957. minimalHit = 0;
  1958. name = "body";
  1959. passThrough = 1;
  1960. radius = 0;
  1961. visual = "";
  1962. };
  1963. };
  1964. };
  1965. class SWOP_Mando_Uniform_green: O_Soldier_base_F
  1966. {
  1967. htMax = 1800;
  1968. htMin = 60;
  1969. class HitPoints
  1970. {
  1971. class HitFace
  1972. {
  1973. armor = 1;
  1974. explosionShielding = 0.1;
  1975. material = -1;
  1976. minimalHit = 0.01;
  1977. name = "face_hub";
  1978. passThrough = 0.8;
  1979. radius = 0.08;
  1980. };
  1981. class HitNeck: HitFace
  1982. {
  1983. armor = 1;
  1984. explosionShielding = 0.5;
  1985. material = -1;
  1986. minimalHit = 0.01;
  1987. name = "neck";
  1988. passThrough = 0.8;
  1989. radius = 0.1;
  1990. };
  1991. class HitHead: HitNeck
  1992. {
  1993. armor = 1;
  1994. depends = "HitFace max HitNeck";
  1995. explosionShielding = 0.5;
  1996. material = -1;
  1997. minimalHit = 0.01;
  1998. name = "head";
  1999. passThrough = 0.8;
  2000. radius = 0.2;
  2001. };
  2002. class HitPelvis
  2003. {
  2004. armor = 6;
  2005. depends = "0";
  2006. explosionShielding = 1;
  2007. material = -1;
  2008. minimalHit = 0.01;
  2009. name = "pelvis";
  2010. passThrough = 0.8;
  2011. radius = 0.24;
  2012. visual = "injury_body";
  2013. };
  2014. class HitAbdomen: HitPelvis
  2015. {
  2016. armor = 1;
  2017. depends = "0";
  2018. explosionShielding = 1;
  2019. material = -1;
  2020. minimalHit = 0.01;
  2021. name = "spine1";
  2022. passThrough = 0.8;
  2023. radius = 0.16;
  2024. visual = "injury_body";
  2025. };
  2026. class HitDiaphragm: HitAbdomen
  2027. {
  2028. armor = 1;
  2029. depends = "0";
  2030. explosionShielding = 6;
  2031. material = -1;
  2032. minimalHit = 0.01;
  2033. name = "spine2";
  2034. passThrough = 0.8;
  2035. radius = 0.18;
  2036. visual = "injury_body";
  2037. };
  2038. class HitChest: HitDiaphragm
  2039. {
  2040. armor = 1;
  2041. depends = "0";
  2042. explosionShielding = 6;
  2043. material = -1;
  2044. minimalHit = 0.01;
  2045. name = "spine3";
  2046. passThrough = 0.8;
  2047. radius = 0.18;
  2048. visual = "injury_body";
  2049. };
  2050. class HitBody: HitChest
  2051. {
  2052. armor = 1000;
  2053. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2054. explosionShielding = 6;
  2055. material = -1;
  2056. minimalHit = 0.01;
  2057. name = "body";
  2058. passThrough = 1;
  2059. radius = 0;
  2060. visual = "injury_body";
  2061. };
  2062. class HitArms
  2063. {
  2064. armor = 3;
  2065. depends = "0";
  2066. explosionShielding = 1;
  2067. material = -1;
  2068. minimalHit = 0.01;
  2069. name = "arms";
  2070. passThrough = 1;
  2071. radius = 0.1;
  2072. visual = "injury_hands";
  2073. };
  2074. class HitHands: HitArms
  2075. {
  2076. armor = 3;
  2077. depends = "HitArms";
  2078. explosionShielding = 1;
  2079. material = -1;
  2080. minimalHit = 0.01;
  2081. name = "hands";
  2082. passThrough = 1;
  2083. radius = 0.1;
  2084. visual = "injury_hands";
  2085. };
  2086. class HitLegs
  2087. {
  2088. armor = 3;
  2089. depends = "0";
  2090. explosionShielding = 1;
  2091. material = -1;
  2092. minimalHit = 0.01;
  2093. name = "legs";
  2094. passThrough = 1;
  2095. radius = 0.14;
  2096. visual = "injury_legs";
  2097. };
  2098. class Incapacitated
  2099. {
  2100. armor = 1000;
  2101. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2102. explosionShielding = 1;
  2103. material = -1;
  2104. minimalHit = 0;
  2105. name = "body";
  2106. passThrough = 1;
  2107. radius = 0;
  2108. visual = "";
  2109. };
  2110. };
  2111. };
  2112. class SWOP_Mando_Uniform_protectors: O_Soldier_base_F
  2113. {
  2114. htMax = 1800;
  2115. htMin = 60;
  2116. class HitPoints
  2117. {
  2118. class HitFace
  2119. {
  2120. armor = 1;
  2121. explosionShielding = 0.1;
  2122. material = -1;
  2123. minimalHit = 0.01;
  2124. name = "face_hub";
  2125. passThrough = 0.8;
  2126. radius = 0.08;
  2127. };
  2128. class HitNeck: HitFace
  2129. {
  2130. armor = 1;
  2131. explosionShielding = 0.5;
  2132. material = -1;
  2133. minimalHit = 0.01;
  2134. name = "neck";
  2135. passThrough = 0.8;
  2136. radius = 0.1;
  2137. };
  2138. class HitHead: HitNeck
  2139. {
  2140. armor = 1;
  2141. depends = "HitFace max HitNeck";
  2142. explosionShielding = 0.5;
  2143. material = -1;
  2144. minimalHit = 0.01;
  2145. name = "head";
  2146. passThrough = 0.8;
  2147. radius = 0.2;
  2148. };
  2149. class HitPelvis
  2150. {
  2151. armor = 6;
  2152. depends = "0";
  2153. explosionShielding = 1;
  2154. material = -1;
  2155. minimalHit = 0.01;
  2156. name = "pelvis";
  2157. passThrough = 0.8;
  2158. radius = 0.24;
  2159. visual = "injury_body";
  2160. };
  2161. class HitAbdomen: HitPelvis
  2162. {
  2163. armor = 1;
  2164. depends = "0";
  2165. explosionShielding = 1;
  2166. material = -1;
  2167. minimalHit = 0.01;
  2168. name = "spine1";
  2169. passThrough = 0.8;
  2170. radius = 0.16;
  2171. visual = "injury_body";
  2172. };
  2173. class HitDiaphragm: HitAbdomen
  2174. {
  2175. armor = 1;
  2176. depends = "0";
  2177. explosionShielding = 6;
  2178. material = -1;
  2179. minimalHit = 0.01;
  2180. name = "spine2";
  2181. passThrough = 0.8;
  2182. radius = 0.18;
  2183. visual = "injury_body";
  2184. };
  2185. class HitChest: HitDiaphragm
  2186. {
  2187. armor = 1;
  2188. depends = "0";
  2189. explosionShielding = 6;
  2190. material = -1;
  2191. minimalHit = 0.01;
  2192. name = "spine3";
  2193. passThrough = 0.8;
  2194. radius = 0.18;
  2195. visual = "injury_body";
  2196. };
  2197. class HitBody: HitChest
  2198. {
  2199. armor = 1000;
  2200. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2201. explosionShielding = 6;
  2202. material = -1;
  2203. minimalHit = 0.01;
  2204. name = "body";
  2205. passThrough = 1;
  2206. radius = 0;
  2207. visual = "injury_body";
  2208. };
  2209. class HitArms
  2210. {
  2211. armor = 3;
  2212. depends = "0";
  2213. explosionShielding = 1;
  2214. material = -1;
  2215. minimalHit = 0.01;
  2216. name = "arms";
  2217. passThrough = 1;
  2218. radius = 0.1;
  2219. visual = "injury_hands";
  2220. };
  2221. class HitHands: HitArms
  2222. {
  2223. armor = 3;
  2224. depends = "HitArms";
  2225. explosionShielding = 1;
  2226. material = -1;
  2227. minimalHit = 0.01;
  2228. name = "hands";
  2229. passThrough = 1;
  2230. radius = 0.1;
  2231. visual = "injury_hands";
  2232. };
  2233. class HitLegs
  2234. {
  2235. armor = 3;
  2236. depends = "0";
  2237. explosionShielding = 1;
  2238. material = -1;
  2239. minimalHit = 0.01;
  2240. name = "legs";
  2241. passThrough = 1;
  2242. radius = 0.14;
  2243. visual = "injury_legs";
  2244. };
  2245. class Incapacitated
  2246. {
  2247. armor = 1000;
  2248. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2249. explosionShielding = 1;
  2250. material = -1;
  2251. minimalHit = 0;
  2252. name = "body";
  2253. passThrough = 1;
  2254. radius = 0;
  2255. visual = "";
  2256. };
  2257. };
  2258. };
  2259. class SWOP_Mando_Uniform_red: O_Soldier_base_F
  2260. {
  2261. htMax = 1800;
  2262. htMin = 60;
  2263. class HitPoints
  2264. {
  2265. class HitFace
  2266. {
  2267. armor = 1;
  2268. explosionShielding = 0.1;
  2269. material = -1;
  2270. minimalHit = 0.01;
  2271. name = "face_hub";
  2272. passThrough = 0.8;
  2273. radius = 0.08;
  2274. };
  2275. class HitNeck: HitFace
  2276. {
  2277. armor = 1;
  2278. explosionShielding = 0.5;
  2279. material = -1;
  2280. minimalHit = 0.01;
  2281. name = "neck";
  2282. passThrough = 0.8;
  2283. radius = 0.1;
  2284. };
  2285. class HitHead: HitNeck
  2286. {
  2287. armor = 1;
  2288. depends = "HitFace max HitNeck";
  2289. explosionShielding = 0.5;
  2290. material = -1;
  2291. minimalHit = 0.01;
  2292. name = "head";
  2293. passThrough = 0.8;
  2294. radius = 0.2;
  2295. };
  2296. class HitPelvis
  2297. {
  2298. armor = 6;
  2299. depends = "0";
  2300. explosionShielding = 1;
  2301. material = -1;
  2302. minimalHit = 0.01;
  2303. name = "pelvis";
  2304. passThrough = 0.8;
  2305. radius = 0.24;
  2306. visual = "injury_body";
  2307. };
  2308. class HitAbdomen: HitPelvis
  2309. {
  2310. armor = 1;
  2311. depends = "0";
  2312. explosionShielding = 1;
  2313. material = -1;
  2314. minimalHit = 0.01;
  2315. name = "spine1";
  2316. passThrough = 0.8;
  2317. radius = 0.16;
  2318. visual = "injury_body";
  2319. };
  2320. class HitDiaphragm: HitAbdomen
  2321. {
  2322. armor = 1;
  2323. depends = "0";
  2324. explosionShielding = 6;
  2325. material = -1;
  2326. minimalHit = 0.01;
  2327. name = "spine2";
  2328. passThrough = 0.8;
  2329. radius = 0.18;
  2330. visual = "injury_body";
  2331. };
  2332. class HitChest: HitDiaphragm
  2333. {
  2334. armor = 1;
  2335. depends = "0";
  2336. explosionShielding = 6;
  2337. material = -1;
  2338. minimalHit = 0.01;
  2339. name = "spine3";
  2340. passThrough = 0.8;
  2341. radius = 0.18;
  2342. visual = "injury_body";
  2343. };
  2344. class HitBody: HitChest
  2345. {
  2346. armor = 1000;
  2347. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2348. explosionShielding = 6;
  2349. material = -1;
  2350. minimalHit = 0.01;
  2351. name = "body";
  2352. passThrough = 1;
  2353. radius = 0;
  2354. visual = "injury_body";
  2355. };
  2356. class HitArms
  2357. {
  2358. armor = 3;
  2359. depends = "0";
  2360. explosionShielding = 1;
  2361. material = -1;
  2362. minimalHit = 0.01;
  2363. name = "arms";
  2364. passThrough = 1;
  2365. radius = 0.1;
  2366. visual = "injury_hands";
  2367. };
  2368. class HitHands: HitArms
  2369. {
  2370. armor = 3;
  2371. depends = "HitArms";
  2372. explosionShielding = 1;
  2373. material = -1;
  2374. minimalHit = 0.01;
  2375. name = "hands";
  2376. passThrough = 1;
  2377. radius = 0.1;
  2378. visual = "injury_hands";
  2379. };
  2380. class HitLegs
  2381. {
  2382. armor = 3;
  2383. depends = "0";
  2384. explosionShielding = 1;
  2385. material = -1;
  2386. minimalHit = 0.01;
  2387. name = "legs";
  2388. passThrough = 1;
  2389. radius = 0.14;
  2390. visual = "injury_legs";
  2391. };
  2392. class Incapacitated
  2393. {
  2394. armor = 1000;
  2395. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2396. explosionShielding = 1;
  2397. material = -1;
  2398. minimalHit = 0;
  2399. name = "body";
  2400. passThrough = 1;
  2401. radius = 0;
  2402. visual = "";
  2403. };
  2404. };
  2405. };
  2406. class SWOP_StormTFO_F: O_Soldier_base_F
  2407. {
  2408. htMax = 1800;
  2409. htMin = 60;
  2410. class HitPoints
  2411. {
  2412. class HitFace
  2413. {
  2414. armor = 1;
  2415. explosionShielding = 0.1;
  2416. material = -1;
  2417. minimalHit = 0.01;
  2418. name = "face_hub";
  2419. passThrough = 0.8;
  2420. radius = 0.08;
  2421. };
  2422. class HitNeck: HitFace
  2423. {
  2424. armor = 1;
  2425. explosionShielding = 0.5;
  2426. material = -1;
  2427. minimalHit = 0.01;
  2428. name = "neck";
  2429. passThrough = 0.8;
  2430. radius = 0.1;
  2431. };
  2432. class HitHead: HitNeck
  2433. {
  2434. armor = 1;
  2435. depends = "HitFace max HitNeck";
  2436. explosionShielding = 0.5;
  2437. material = -1;
  2438. minimalHit = 0.01;
  2439. name = "head";
  2440. passThrough = 0.8;
  2441. radius = 0.2;
  2442. };
  2443. class HitPelvis
  2444. {
  2445. armor = 6;
  2446. depends = "0";
  2447. explosionShielding = 1;
  2448. material = -1;
  2449. minimalHit = 0.01;
  2450. name = "pelvis";
  2451. passThrough = 0.8;
  2452. radius = 0.24;
  2453. visual = "injury_body";
  2454. };
  2455. class HitAbdomen: HitPelvis
  2456. {
  2457. armor = 1;
  2458. depends = "0";
  2459. explosionShielding = 1;
  2460. material = -1;
  2461. minimalHit = 0.01;
  2462. name = "spine1";
  2463. passThrough = 0.8;
  2464. radius = 0.16;
  2465. visual = "injury_body";
  2466. };
  2467. class HitDiaphragm: HitAbdomen
  2468. {
  2469. armor = 1;
  2470. depends = "0";
  2471. explosionShielding = 6;
  2472. material = -1;
  2473. minimalHit = 0.01;
  2474. name = "spine2";
  2475. passThrough = 0.8;
  2476. radius = 0.18;
  2477. visual = "injury_body";
  2478. };
  2479. class HitChest: HitDiaphragm
  2480. {
  2481. armor = 1;
  2482. depends = "0";
  2483. explosionShielding = 6;
  2484. material = -1;
  2485. minimalHit = 0.01;
  2486. name = "spine3";
  2487. passThrough = 0.8;
  2488. radius = 0.18;
  2489. visual = "injury_body";
  2490. };
  2491. class HitBody: HitChest
  2492. {
  2493. armor = 1000;
  2494. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2495. explosionShielding = 6;
  2496. material = -1;
  2497. minimalHit = 0.01;
  2498. name = "body";
  2499. passThrough = 1;
  2500. radius = 0;
  2501. visual = "injury_body";
  2502. };
  2503. class HitArms
  2504. {
  2505. armor = 3;
  2506. depends = "0";
  2507. explosionShielding = 1;
  2508. material = -1;
  2509. minimalHit = 0.01;
  2510. name = "arms";
  2511. passThrough = 1;
  2512. radius = 0.1;
  2513. visual = "injury_hands";
  2514. };
  2515. class HitHands: HitArms
  2516. {
  2517. armor = 3;
  2518. depends = "HitArms";
  2519. explosionShielding = 1;
  2520. material = -1;
  2521. minimalHit = 0.01;
  2522. name = "hands";
  2523. passThrough = 1;
  2524. radius = 0.1;
  2525. visual = "injury_hands";
  2526. };
  2527. class HitLegs
  2528. {
  2529. armor = 3;
  2530. depends = "0";
  2531. explosionShielding = 1;
  2532. material = -1;
  2533. minimalHit = 0.01;
  2534. name = "legs";
  2535. passThrough = 1;
  2536. radius = 0.14;
  2537. visual = "injury_legs";
  2538. };
  2539. class Incapacitated
  2540. {
  2541. armor = 1000;
  2542. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2543. explosionShielding = 1;
  2544. material = -1;
  2545. minimalHit = 0;
  2546. name = "body";
  2547. passThrough = 1;
  2548. radius = 0;
  2549. visual = "";
  2550. };
  2551. };
  2552. };
  2553. class SWOP_StormTFO_Exec_F: O_Soldier_base_F
  2554. {
  2555. htMax = 1800;
  2556. htMin = 60;
  2557. class HitPoints
  2558. {
  2559. class HitFace
  2560. {
  2561. armor = 1;
  2562. explosionShielding = 0.1;
  2563. material = -1;
  2564. minimalHit = 0.01;
  2565. name = "face_hub";
  2566. passThrough = 0.8;
  2567. radius = 0.08;
  2568. };
  2569. class HitNeck: HitFace
  2570. {
  2571. armor = 1;
  2572. explosionShielding = 0.5;
  2573. material = -1;
  2574. minimalHit = 0.01;
  2575. name = "neck";
  2576. passThrough = 0.8;
  2577. radius = 0.1;
  2578. };
  2579. class HitHead: HitNeck
  2580. {
  2581. armor = 1;
  2582. depends = "HitFace max HitNeck";
  2583. explosionShielding = 0.5;
  2584. material = -1;
  2585. minimalHit = 0.01;
  2586. name = "head";
  2587. passThrough = 0.8;
  2588. radius = 0.2;
  2589. };
  2590. class HitPelvis
  2591. {
  2592. armor = 6;
  2593. depends = "0";
  2594. explosionShielding = 1;
  2595. material = -1;
  2596. minimalHit = 0.01;
  2597. name = "pelvis";
  2598. passThrough = 0.8;
  2599. radius = 0.24;
  2600. visual = "injury_body";
  2601. };
  2602. class HitAbdomen: HitPelvis
  2603. {
  2604. armor = 1;
  2605. depends = "0";
  2606. explosionShielding = 1;
  2607. material = -1;
  2608. minimalHit = 0.01;
  2609. name = "spine1";
  2610. passThrough = 0.8;
  2611. radius = 0.16;
  2612. visual = "injury_body";
  2613. };
  2614. class HitDiaphragm: HitAbdomen
  2615. {
  2616. armor = 1;
  2617. depends = "0";
  2618. explosionShielding = 6;
  2619. material = -1;
  2620. minimalHit = 0.01;
  2621. name = "spine2";
  2622. passThrough = 0.8;
  2623. radius = 0.18;
  2624. visual = "injury_body";
  2625. };
  2626. class HitChest: HitDiaphragm
  2627. {
  2628. armor = 1;
  2629. depends = "0";
  2630. explosionShielding = 6;
  2631. material = -1;
  2632. minimalHit = 0.01;
  2633. name = "spine3";
  2634. passThrough = 0.8;
  2635. radius = 0.18;
  2636. visual = "injury_body";
  2637. };
  2638. class HitBody: HitChest
  2639. {
  2640. armor = 1000;
  2641. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2642. explosionShielding = 6;
  2643. material = -1;
  2644. minimalHit = 0.01;
  2645. name = "body";
  2646. passThrough = 1;
  2647. radius = 0;
  2648. visual = "injury_body";
  2649. };
  2650. class HitArms
  2651. {
  2652. armor = 3;
  2653. depends = "0";
  2654. explosionShielding = 1;
  2655. material = -1;
  2656. minimalHit = 0.01;
  2657. name = "arms";
  2658. passThrough = 1;
  2659. radius = 0.1;
  2660. visual = "injury_hands";
  2661. };
  2662. class HitHands: HitArms
  2663. {
  2664. armor = 3;
  2665. depends = "HitArms";
  2666. explosionShielding = 1;
  2667. material = -1;
  2668. minimalHit = 0.01;
  2669. name = "hands";
  2670. passThrough = 1;
  2671. radius = 0.1;
  2672. visual = "injury_hands";
  2673. };
  2674. class HitLegs
  2675. {
  2676. armor = 3;
  2677. depends = "0";
  2678. explosionShielding = 1;
  2679. material = -1;
  2680. minimalHit = 0.01;
  2681. name = "legs";
  2682. passThrough = 1;
  2683. radius = 0.14;
  2684. visual = "injury_legs";
  2685. };
  2686. class Incapacitated
  2687. {
  2688. armor = 1000;
  2689. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2690. explosionShielding = 1;
  2691. material = -1;
  2692. minimalHit = 0;
  2693. name = "body";
  2694. passThrough = 1;
  2695. radius = 0;
  2696. visual = "";
  2697. };
  2698. };
  2699. };
  2700. class SWOP_ST_clear_F: O_Soldier_base_F
  2701. {
  2702. htMax = 1800;
  2703. htMin = 60;
  2704. class HitPoints
  2705. {
  2706. class HitFace
  2707. {
  2708. armor = 1;
  2709. explosionShielding = 0.1;
  2710. material = -1;
  2711. minimalHit = 0.01;
  2712. name = "face_hub";
  2713. passThrough = 0.8;
  2714. radius = 0.08;
  2715. };
  2716. class HitNeck: HitFace
  2717. {
  2718. armor = 1;
  2719. explosionShielding = 0.5;
  2720. material = -1;
  2721. minimalHit = 0.01;
  2722. name = "neck";
  2723. passThrough = 0.8;
  2724. radius = 0.1;
  2725. };
  2726. class HitHead: HitNeck
  2727. {
  2728. armor = 1;
  2729. depends = "HitFace max HitNeck";
  2730. explosionShielding = 0.5;
  2731. material = -1;
  2732. minimalHit = 0.01;
  2733. name = "head";
  2734. passThrough = 0.8;
  2735. radius = 0.2;
  2736. };
  2737. class HitPelvis
  2738. {
  2739. armor = 6;
  2740. depends = "0";
  2741. explosionShielding = 1;
  2742. material = -1;
  2743. minimalHit = 0.01;
  2744. name = "pelvis";
  2745. passThrough = 0.8;
  2746. radius = 0.24;
  2747. visual = "injury_body";
  2748. };
  2749. class HitAbdomen: HitPelvis
  2750. {
  2751. armor = 1;
  2752. depends = "0";
  2753. explosionShielding = 1;
  2754. material = -1;
  2755. minimalHit = 0.01;
  2756. name = "spine1";
  2757. passThrough = 0.8;
  2758. radius = 0.16;
  2759. visual = "injury_body";
  2760. };
  2761. class HitDiaphragm: HitAbdomen
  2762. {
  2763. armor = 1;
  2764. depends = "0";
  2765. explosionShielding = 6;
  2766. material = -1;
  2767. minimalHit = 0.01;
  2768. name = "spine2";
  2769. passThrough = 0.8;
  2770. radius = 0.18;
  2771. visual = "injury_body";
  2772. };
  2773. class HitChest: HitDiaphragm
  2774. {
  2775. armor = 1;
  2776. depends = "0";
  2777. explosionShielding = 6;
  2778. material = -1;
  2779. minimalHit = 0.01;
  2780. name = "spine3";
  2781. passThrough = 0.8;
  2782. radius = 0.18;
  2783. visual = "injury_body";
  2784. };
  2785. class HitBody: HitChest
  2786. {
  2787. armor = 1000;
  2788. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2789. explosionShielding = 6;
  2790. material = -1;
  2791. minimalHit = 0.01;
  2792. name = "body";
  2793. passThrough = 1;
  2794. radius = 0;
  2795. visual = "injury_body";
  2796. };
  2797. class HitArms
  2798. {
  2799. armor = 3;
  2800. depends = "0";
  2801. explosionShielding = 1;
  2802. material = -1;
  2803. minimalHit = 0.01;
  2804. name = "arms";
  2805. passThrough = 1;
  2806. radius = 0.1;
  2807. visual = "injury_hands";
  2808. };
  2809. class HitHands: HitArms
  2810. {
  2811. armor = 3;
  2812. depends = "HitArms";
  2813. explosionShielding = 1;
  2814. material = -1;
  2815. minimalHit = 0.01;
  2816. name = "hands";
  2817. passThrough = 1;
  2818. radius = 0.1;
  2819. visual = "injury_hands";
  2820. };
  2821. class HitLegs
  2822. {
  2823. armor = 3;
  2824. depends = "0";
  2825. explosionShielding = 1;
  2826. material = -1;
  2827. minimalHit = 0.01;
  2828. name = "legs";
  2829. passThrough = 1;
  2830. radius = 0.14;
  2831. visual = "injury_legs";
  2832. };
  2833. class Incapacitated
  2834. {
  2835. armor = 1000;
  2836. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2837. explosionShielding = 1;
  2838. material = -1;
  2839. minimalHit = 0;
  2840. name = "body";
  2841. passThrough = 1;
  2842. radius = 0;
  2843. visual = "";
  2844. };
  2845. };
  2846. };
  2847. class SWOP_ST_jump_F: O_Soldier_base_F
  2848. {
  2849. htMax = 1800;
  2850. htMin = 60;
  2851. class HitPoints
  2852. {
  2853. class HitFace
  2854. {
  2855. armor = 1;
  2856. explosionShielding = 0.1;
  2857. material = -1;
  2858. minimalHit = 0.01;
  2859. name = "face_hub";
  2860. passThrough = 0.8;
  2861. radius = 0.08;
  2862. };
  2863. class HitNeck: HitFace
  2864. {
  2865. armor = 1;
  2866. explosionShielding = 0.5;
  2867. material = -1;
  2868. minimalHit = 0.01;
  2869. name = "neck";
  2870. passThrough = 0.8;
  2871. radius = 0.1;
  2872. };
  2873. class HitHead: HitNeck
  2874. {
  2875. armor = 1;
  2876. depends = "HitFace max HitNeck";
  2877. explosionShielding = 0.5;
  2878. material = -1;
  2879. minimalHit = 0.01;
  2880. name = "head";
  2881. passThrough = 0.8;
  2882. radius = 0.2;
  2883. };
  2884. class HitPelvis
  2885. {
  2886. armor = 6;
  2887. depends = "0";
  2888. explosionShielding = 1;
  2889. material = -1;
  2890. minimalHit = 0.01;
  2891. name = "pelvis";
  2892. passThrough = 0.8;
  2893. radius = 0.24;
  2894. visual = "injury_body";
  2895. };
  2896. class HitAbdomen: HitPelvis
  2897. {
  2898. armor = 1;
  2899. depends = "0";
  2900. explosionShielding = 1;
  2901. material = -1;
  2902. minimalHit = 0.01;
  2903. name = "spine1";
  2904. passThrough = 0.8;
  2905. radius = 0.16;
  2906. visual = "injury_body";
  2907. };
  2908. class HitDiaphragm: HitAbdomen
  2909. {
  2910. armor = 1;
  2911. depends = "0";
  2912. explosionShielding = 6;
  2913. material = -1;
  2914. minimalHit = 0.01;
  2915. name = "spine2";
  2916. passThrough = 0.8;
  2917. radius = 0.18;
  2918. visual = "injury_body";
  2919. };
  2920. class HitChest: HitDiaphragm
  2921. {
  2922. armor = 1;
  2923. depends = "0";
  2924. explosionShielding = 6;
  2925. material = -1;
  2926. minimalHit = 0.01;
  2927. name = "spine3";
  2928. passThrough = 0.8;
  2929. radius = 0.18;
  2930. visual = "injury_body";
  2931. };
  2932. class HitBody: HitChest
  2933. {
  2934. armor = 1000;
  2935. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2936. explosionShielding = 6;
  2937. material = -1;
  2938. minimalHit = 0.01;
  2939. name = "body";
  2940. passThrough = 1;
  2941. radius = 0;
  2942. visual = "injury_body";
  2943. };
  2944. class HitArms
  2945. {
  2946. armor = 3;
  2947. depends = "0";
  2948. explosionShielding = 1;
  2949. material = -1;
  2950. minimalHit = 0.01;
  2951. name = "arms";
  2952. passThrough = 1;
  2953. radius = 0.1;
  2954. visual = "injury_hands";
  2955. };
  2956. class HitHands: HitArms
  2957. {
  2958. armor = 3;
  2959. depends = "HitArms";
  2960. explosionShielding = 1;
  2961. material = -1;
  2962. minimalHit = 0.01;
  2963. name = "hands";
  2964. passThrough = 1;
  2965. radius = 0.1;
  2966. visual = "injury_hands";
  2967. };
  2968. class HitLegs
  2969. {
  2970. armor = 3;
  2971. depends = "0";
  2972. explosionShielding = 1;
  2973. material = -1;
  2974. minimalHit = 0.01;
  2975. name = "legs";
  2976. passThrough = 1;
  2977. radius = 0.14;
  2978. visual = "injury_legs";
  2979. };
  2980. class Incapacitated
  2981. {
  2982. armor = 1000;
  2983. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2984. explosionShielding = 1;
  2985. material = -1;
  2986. minimalHit = 0;
  2987. name = "body";
  2988. passThrough = 1;
  2989. radius = 0;
  2990. visual = "";
  2991. };
  2992. };
  2993. };
  2994. class SWOP_GreClothes_reb_F: O_Soldier_base_F
  2995. {
  2996. htMax = 1800;
  2997. htMin = 60;
  2998. class HitPoints
  2999. {
  3000. class HitFace
  3001. {
  3002. armor = 1;
  3003. explosionShielding = 0.1;
  3004. material = -1;
  3005. minimalHit = 0.01;
  3006. name = "face_hub";
  3007. passThrough = 0.8;
  3008. radius = 0.08;
  3009. };
  3010. class HitNeck: HitFace
  3011. {
  3012. armor = 1;
  3013. explosionShielding = 0.5;
  3014. material = -1;
  3015. minimalHit = 0.01;
  3016. name = "neck";
  3017. passThrough = 0.8;
  3018. radius = 0.1;
  3019. };
  3020. class HitHead: HitNeck
  3021. {
  3022. armor = 1;
  3023. depends = "HitFace max HitNeck";
  3024. explosionShielding = 0.5;
  3025. material = -1;
  3026. minimalHit = 0.01;
  3027. name = "head";
  3028. passThrough = 0.8;
  3029. radius = 0.2;
  3030. };
  3031. class HitPelvis
  3032. {
  3033. armor = 6;
  3034. depends = "0";
  3035. explosionShielding = 1;
  3036. material = -1;
  3037. minimalHit = 0.01;
  3038. name = "pelvis";
  3039. passThrough = 0.8;
  3040. radius = 0.24;
  3041. visual = "injury_body";
  3042. };
  3043. class HitAbdomen: HitPelvis
  3044. {
  3045. armor = 1;
  3046. depends = "0";
  3047. explosionShielding = 1;
  3048. material = -1;
  3049. minimalHit = 0.01;
  3050. name = "spine1";
  3051. passThrough = 0.8;
  3052. radius = 0.16;
  3053. visual = "injury_body";
  3054. };
  3055. class HitDiaphragm: HitAbdomen
  3056. {
  3057. armor = 1;
  3058. depends = "0";
  3059. explosionShielding = 6;
  3060. material = -1;
  3061. minimalHit = 0.01;
  3062. name = "spine2";
  3063. passThrough = 0.8;
  3064. radius = 0.18;
  3065. visual = "injury_body";
  3066. };
  3067. class HitChest: HitDiaphragm
  3068. {
  3069. armor = 1;
  3070. depends = "0";
  3071. explosionShielding = 6;
  3072. material = -1;
  3073. minimalHit = 0.01;
  3074. name = "spine3";
  3075. passThrough = 0.8;
  3076. radius = 0.18;
  3077. visual = "injury_body";
  3078. };
  3079. class HitBody: HitChest
  3080. {
  3081. armor = 1000;
  3082. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3083. explosionShielding = 6;
  3084. material = -1;
  3085. minimalHit = 0.01;
  3086. name = "body";
  3087. passThrough = 1;
  3088. radius = 0;
  3089. visual = "injury_body";
  3090. };
  3091. class HitArms
  3092. {
  3093. armor = 3;
  3094. depends = "0";
  3095. explosionShielding = 1;
  3096. material = -1;
  3097. minimalHit = 0.01;
  3098. name = "arms";
  3099. passThrough = 1;
  3100. radius = 0.1;
  3101. visual = "injury_hands";
  3102. };
  3103. class HitHands: HitArms
  3104. {
  3105. armor = 3;
  3106. depends = "HitArms";
  3107. explosionShielding = 1;
  3108. material = -1;
  3109. minimalHit = 0.01;
  3110. name = "hands";
  3111. passThrough = 1;
  3112. radius = 0.1;
  3113. visual = "injury_hands";
  3114. };
  3115. class HitLegs
  3116. {
  3117. armor = 3;
  3118. depends = "0";
  3119. explosionShielding = 1;
  3120. material = -1;
  3121. minimalHit = 0.01;
  3122. name = "legs";
  3123. passThrough = 1;
  3124. radius = 0.14;
  3125. visual = "injury_legs";
  3126. };
  3127. class Incapacitated
  3128. {
  3129. armor = 1000;
  3130. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3131. explosionShielding = 1;
  3132. material = -1;
  3133. minimalHit = 0;
  3134. name = "body";
  3135. passThrough = 1;
  3136. radius = 0;
  3137. visual = "";
  3138. };
  3139. };
  3140. };
  3141. class SWOP_Reb_f_DB_F: O_Soldier_base_F
  3142. {
  3143. htMax = 1800;
  3144. htMin = 60;
  3145. class HitPoints
  3146. {
  3147. class HitFace
  3148. {
  3149. armor = 1;
  3150. explosionShielding = 0.1;
  3151. material = -1;
  3152. minimalHit = 0.01;
  3153. name = "face_hub";
  3154. passThrough = 0.8;
  3155. radius = 0.08;
  3156. };
  3157. class HitNeck: HitFace
  3158. {
  3159. armor = 1;
  3160. explosionShielding = 0.5;
  3161. material = -1;
  3162. minimalHit = 0.01;
  3163. name = "neck";
  3164. passThrough = 0.8;
  3165. radius = 0.1;
  3166. };
  3167. class HitHead: HitNeck
  3168. {
  3169. armor = 1;
  3170. depends = "HitFace max HitNeck";
  3171. explosionShielding = 0.5;
  3172. material = -1;
  3173. minimalHit = 0.01;
  3174. name = "head";
  3175. passThrough = 0.8;
  3176. radius = 0.2;
  3177. };
  3178. class HitPelvis
  3179. {
  3180. armor = 6;
  3181. depends = "0";
  3182. explosionShielding = 1;
  3183. material = -1;
  3184. minimalHit = 0.01;
  3185. name = "pelvis";
  3186. passThrough = 0.8;
  3187. radius = 0.24;
  3188. visual = "injury_body";
  3189. };
  3190. class HitAbdomen: HitPelvis
  3191. {
  3192. armor = 1;
  3193. depends = "0";
  3194. explosionShielding = 1;
  3195. material = -1;
  3196. minimalHit = 0.01;
  3197. name = "spine1";
  3198. passThrough = 0.8;
  3199. radius = 0.16;
  3200. visual = "injury_body";
  3201. };
  3202. class HitDiaphragm: HitAbdomen
  3203. {
  3204. armor = 1;
  3205. depends = "0";
  3206. explosionShielding = 6;
  3207. material = -1;
  3208. minimalHit = 0.01;
  3209. name = "spine2";
  3210. passThrough = 0.8;
  3211. radius = 0.18;
  3212. visual = "injury_body";
  3213. };
  3214. class HitChest: HitDiaphragm
  3215. {
  3216. armor = 1;
  3217. depends = "0";
  3218. explosionShielding = 6;
  3219. material = -1;
  3220. minimalHit = 0.01;
  3221. name = "spine3";
  3222. passThrough = 0.8;
  3223. radius = 0.18;
  3224. visual = "injury_body";
  3225. };
  3226. class HitBody: HitChest
  3227. {
  3228. armor = 1000;
  3229. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3230. explosionShielding = 6;
  3231. material = -1;
  3232. minimalHit = 0.01;
  3233. name = "body";
  3234. passThrough = 1;
  3235. radius = 0;
  3236. visual = "injury_body";
  3237. };
  3238. class HitArms
  3239. {
  3240. armor = 3;
  3241. depends = "0";
  3242. explosionShielding = 1;
  3243. material = -1;
  3244. minimalHit = 0.01;
  3245. name = "arms";
  3246. passThrough = 1;
  3247. radius = 0.1;
  3248. visual = "injury_hands";
  3249. };
  3250. class HitHands: HitArms
  3251. {
  3252. armor = 3;
  3253. depends = "HitArms";
  3254. explosionShielding = 1;
  3255. material = -1;
  3256. minimalHit = 0.01;
  3257. name = "hands";
  3258. passThrough = 1;
  3259. radius = 0.1;
  3260. visual = "injury_hands";
  3261. };
  3262. class HitLegs
  3263. {
  3264. armor = 3;
  3265. depends = "0";
  3266. explosionShielding = 1;
  3267. material = -1;
  3268. minimalHit = 0.01;
  3269. name = "legs";
  3270. passThrough = 1;
  3271. radius = 0.14;
  3272. visual = "injury_legs";
  3273. };
  3274. class Incapacitated
  3275. {
  3276. armor = 1000;
  3277. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3278. explosionShielding = 1;
  3279. material = -1;
  3280. minimalHit = 0;
  3281. name = "body";
  3282. passThrough = 1;
  3283. radius = 0;
  3284. visual = "";
  3285. };
  3286. };
  3287. };
  3288. class SWOP_Reb_f_WB_F: O_Soldier_base_F
  3289. {
  3290. htMax = 1800;
  3291. htMin = 60;
  3292. class HitPoints
  3293. {
  3294. class HitFace
  3295. {
  3296. armor = 1;
  3297. explosionShielding = 0.1;
  3298. material = -1;
  3299. minimalHit = 0.01;
  3300. name = "face_hub";
  3301. passThrough = 0.8;
  3302. radius = 0.08;
  3303. };
  3304. class HitNeck: HitFace
  3305. {
  3306. armor = 1;
  3307. explosionShielding = 0.5;
  3308. material = -1;
  3309. minimalHit = 0.01;
  3310. name = "neck";
  3311. passThrough = 0.8;
  3312. radius = 0.1;
  3313. };
  3314. class HitHead: HitNeck
  3315. {
  3316. armor = 1;
  3317. depends = "HitFace max HitNeck";
  3318. explosionShielding = 0.5;
  3319. material = -1;
  3320. minimalHit = 0.01;
  3321. name = "head";
  3322. passThrough = 0.8;
  3323. radius = 0.2;
  3324. };
  3325. class HitPelvis
  3326. {
  3327. armor = 6;
  3328. depends = "0";
  3329. explosionShielding = 1;
  3330. material = -1;
  3331. minimalHit = 0.01;
  3332. name = "pelvis";
  3333. passThrough = 0.8;
  3334. radius = 0.24;
  3335. visual = "injury_body";
  3336. };
  3337. class HitAbdomen: HitPelvis
  3338. {
  3339. armor = 1;
  3340. depends = "0";
  3341. explosionShielding = 1;
  3342. material = -1;
  3343. minimalHit = 0.01;
  3344. name = "spine1";
  3345. passThrough = 0.8;
  3346. radius = 0.16;
  3347. visual = "injury_body";
  3348. };
  3349. class HitDiaphragm: HitAbdomen
  3350. {
  3351. armor = 1;
  3352. depends = "0";
  3353. explosionShielding = 6;
  3354. material = -1;
  3355. minimalHit = 0.01;
  3356. name = "spine2";
  3357. passThrough = 0.8;
  3358. radius = 0.18;
  3359. visual = "injury_body";
  3360. };
  3361. class HitChest: HitDiaphragm
  3362. {
  3363. armor = 1;
  3364. depends = "0";
  3365. explosionShielding = 6;
  3366. material = -1;
  3367. minimalHit = 0.01;
  3368. name = "spine3";
  3369. passThrough = 0.8;
  3370. radius = 0.18;
  3371. visual = "injury_body";
  3372. };
  3373. class HitBody: HitChest
  3374. {
  3375. armor = 1000;
  3376. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3377. explosionShielding = 6;
  3378. material = -1;
  3379. minimalHit = 0.01;
  3380. name = "body";
  3381. passThrough = 1;
  3382. radius = 0;
  3383. visual = "injury_body";
  3384. };
  3385. class HitArms
  3386. {
  3387. armor = 3;
  3388. depends = "0";
  3389. explosionShielding = 1;
  3390. material = -1;
  3391. minimalHit = 0.01;
  3392. name = "arms";
  3393. passThrough = 1;
  3394. radius = 0.1;
  3395. visual = "injury_hands";
  3396. };
  3397. class HitHands: HitArms
  3398. {
  3399. armor = 3;
  3400. depends = "HitArms";
  3401. explosionShielding = 1;
  3402. material = -1;
  3403. minimalHit = 0.01;
  3404. name = "hands";
  3405. passThrough = 1;
  3406. radius = 0.1;
  3407. visual = "injury_hands";
  3408. };
  3409. class HitLegs
  3410. {
  3411. armor = 3;
  3412. depends = "0";
  3413. explosionShielding = 1;
  3414. material = -1;
  3415. minimalHit = 0.01;
  3416. name = "legs";
  3417. passThrough = 1;
  3418. radius = 0.14;
  3419. visual = "injury_legs";
  3420. };
  3421. class Incapacitated
  3422. {
  3423. armor = 1000;
  3424. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3425. explosionShielding = 1;
  3426. material = -1;
  3427. minimalHit = 0;
  3428. name = "body";
  3429. passThrough = 1;
  3430. radius = 0;
  3431. visual = "";
  3432. };
  3433. };
  3434. };
  3435. class SWOP_RebU_F: O_Soldier_base_F
  3436. {
  3437. htMax = 1800;
  3438. htMin = 60;
  3439. class HitPoints
  3440. {
  3441. class HitFace
  3442. {
  3443. armor = 1;
  3444. explosionShielding = 0.1;
  3445. material = -1;
  3446. minimalHit = 0.01;
  3447. name = "face_hub";
  3448. passThrough = 0.8;
  3449. radius = 0.08;
  3450. };
  3451. class HitNeck: HitFace
  3452. {
  3453. armor = 1;
  3454. explosionShielding = 0.5;
  3455. material = -1;
  3456. minimalHit = 0.01;
  3457. name = "neck";
  3458. passThrough = 0.8;
  3459. radius = 0.1;
  3460. };
  3461. class HitHead: HitNeck
  3462. {
  3463. armor = 1;
  3464. depends = "HitFace max HitNeck";
  3465. explosionShielding = 0.5;
  3466. material = -1;
  3467. minimalHit = 0.01;
  3468. name = "head";
  3469. passThrough = 0.8;
  3470. radius = 0.2;
  3471. };
  3472. class HitPelvis
  3473. {
  3474. armor = 6;
  3475. depends = "0";
  3476. explosionShielding = 1;
  3477. material = -1;
  3478. minimalHit = 0.01;
  3479. name = "pelvis";
  3480. passThrough = 0.8;
  3481. radius = 0.24;
  3482. visual = "injury_body";
  3483. };
  3484. class HitAbdomen: HitPelvis
  3485. {
  3486. armor = 1;
  3487. depends = "0";
  3488. explosionShielding = 1;
  3489. material = -1;
  3490. minimalHit = 0.01;
  3491. name = "spine1";
  3492. passThrough = 0.8;
  3493. radius = 0.16;
  3494. visual = "injury_body";
  3495. };
  3496. class HitDiaphragm: HitAbdomen
  3497. {
  3498. armor = 1;
  3499. depends = "0";
  3500. explosionShielding = 6;
  3501. material = -1;
  3502. minimalHit = 0.01;
  3503. name = "spine2";
  3504. passThrough = 0.8;
  3505. radius = 0.18;
  3506. visual = "injury_body";
  3507. };
  3508. class HitChest: HitDiaphragm
  3509. {
  3510. armor = 1;
  3511. depends = "0";
  3512. explosionShielding = 6;
  3513. material = -1;
  3514. minimalHit = 0.01;
  3515. name = "spine3";
  3516. passThrough = 0.8;
  3517. radius = 0.18;
  3518. visual = "injury_body";
  3519. };
  3520. class HitBody: HitChest
  3521. {
  3522. armor = 1000;
  3523. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3524. explosionShielding = 6;
  3525. material = -1;
  3526. minimalHit = 0.01;
  3527. name = "body";
  3528. passThrough = 1;
  3529. radius = 0;
  3530. visual = "injury_body";
  3531. };
  3532. class HitArms
  3533. {
  3534. armor = 3;
  3535. depends = "0";
  3536. explosionShielding = 1;
  3537. material = -1;
  3538. minimalHit = 0.01;
  3539. name = "arms";
  3540. passThrough = 1;
  3541. radius = 0.1;
  3542. visual = "injury_hands";
  3543. };
  3544. class HitHands: HitArms
  3545. {
  3546. armor = 3;
  3547. depends = "HitArms";
  3548. explosionShielding = 1;
  3549. material = -1;
  3550. minimalHit = 0.01;
  3551. name = "hands";
  3552. passThrough = 1;
  3553. radius = 0.1;
  3554. visual = "injury_hands";
  3555. };
  3556. class HitLegs
  3557. {
  3558. armor = 3;
  3559. depends = "0";
  3560. explosionShielding = 1;
  3561. material = -1;
  3562. minimalHit = 0.01;
  3563. name = "legs";
  3564. passThrough = 1;
  3565. radius = 0.14;
  3566. visual = "injury_legs";
  3567. };
  3568. class Incapacitated
  3569. {
  3570. armor = 1000;
  3571. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3572. explosionShielding = 1;
  3573. material = -1;
  3574. minimalHit = 0;
  3575. name = "body";
  3576. passThrough = 1;
  3577. radius = 0;
  3578. visual = "";
  3579. };
  3580. };
  3581. };
  3582. class SWOP_RebT_F: O_Soldier_base_F
  3583. {
  3584. htMax = 1800;
  3585. htMin = 60;
  3586. class HitPoints
  3587. {
  3588. class HitFace
  3589. {
  3590. armor = 1;
  3591. explosionShielding = 0.1;
  3592. material = -1;
  3593. minimalHit = 0.01;
  3594. name = "face_hub";
  3595. passThrough = 0.8;
  3596. radius = 0.08;
  3597. };
  3598. class HitNeck: HitFace
  3599. {
  3600. armor = 1;
  3601. explosionShielding = 0.5;
  3602. material = -1;
  3603. minimalHit = 0.01;
  3604. name = "neck";
  3605. passThrough = 0.8;
  3606. radius = 0.1;
  3607. };
  3608. class HitHead: HitNeck
  3609. {
  3610. armor = 1;
  3611. depends = "HitFace max HitNeck";
  3612. explosionShielding = 0.5;
  3613. material = -1;
  3614. minimalHit = 0.01;
  3615. name = "head";
  3616. passThrough = 0.8;
  3617. radius = 0.2;
  3618. };
  3619. class HitPelvis
  3620. {
  3621. armor = 6;
  3622. depends = "0";
  3623. explosionShielding = 1;
  3624. material = -1;
  3625. minimalHit = 0.01;
  3626. name = "pelvis";
  3627. passThrough = 0.8;
  3628. radius = 0.24;
  3629. visual = "injury_body";
  3630. };
  3631. class HitAbdomen: HitPelvis
  3632. {
  3633. armor = 1;
  3634. depends = "0";
  3635. explosionShielding = 1;
  3636. material = -1;
  3637. minimalHit = 0.01;
  3638. name = "spine1";
  3639. passThrough = 0.8;
  3640. radius = 0.16;
  3641. visual = "injury_body";
  3642. };
  3643. class HitDiaphragm: HitAbdomen
  3644. {
  3645. armor = 1;
  3646. depends = "0";
  3647. explosionShielding = 6;
  3648. material = -1;
  3649. minimalHit = 0.01;
  3650. name = "spine2";
  3651. passThrough = 0.8;
  3652. radius = 0.18;
  3653. visual = "injury_body";
  3654. };
  3655. class HitChest: HitDiaphragm
  3656. {
  3657. armor = 1;
  3658. depends = "0";
  3659. explosionShielding = 6;
  3660. material = -1;
  3661. minimalHit = 0.01;
  3662. name = "spine3";
  3663. passThrough = 0.8;
  3664. radius = 0.18;
  3665. visual = "injury_body";
  3666. };
  3667. class HitBody: HitChest
  3668. {
  3669. armor = 1000;
  3670. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3671. explosionShielding = 6;
  3672. material = -1;
  3673. minimalHit = 0.01;
  3674. name = "body";
  3675. passThrough = 1;
  3676. radius = 0;
  3677. visual = "injury_body";
  3678. };
  3679. class HitArms
  3680. {
  3681. armor = 3;
  3682. depends = "0";
  3683. explosionShielding = 1;
  3684. material = -1;
  3685. minimalHit = 0.01;
  3686. name = "arms";
  3687. passThrough = 1;
  3688. radius = 0.1;
  3689. visual = "injury_hands";
  3690. };
  3691. class HitHands: HitArms
  3692. {
  3693. armor = 3;
  3694. depends = "HitArms";
  3695. explosionShielding = 1;
  3696. material = -1;
  3697. minimalHit = 0.01;
  3698. name = "hands";
  3699. passThrough = 1;
  3700. radius = 0.1;
  3701. visual = "injury_hands";
  3702. };
  3703. class HitLegs
  3704. {
  3705. armor = 3;
  3706. depends = "0";
  3707. explosionShielding = 1;
  3708. material = -1;
  3709. minimalHit = 0.01;
  3710. name = "legs";
  3711. passThrough = 1;
  3712. radius = 0.14;
  3713. visual = "injury_legs";
  3714. };
  3715. class Incapacitated
  3716. {
  3717. armor = 1000;
  3718. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3719. explosionShielding = 1;
  3720. material = -1;
  3721. minimalHit = 0;
  3722. name = "body";
  3723. passThrough = 1;
  3724. radius = 0;
  3725. visual = "";
  3726. };
  3727. };
  3728. };
  3729. class SWOP_RebSc_Bl: O_Soldier_base_F
  3730. {
  3731. htMax = 1800;
  3732. htMin = 60;
  3733. class HitPoints
  3734. {
  3735. class HitFace
  3736. {
  3737. armor = 1;
  3738. explosionShielding = 0.1;
  3739. material = -1;
  3740. minimalHit = 0.01;
  3741. name = "face_hub";
  3742. passThrough = 0.8;
  3743. radius = 0.08;
  3744. };
  3745. class HitNeck: HitFace
  3746. {
  3747. armor = 1;
  3748. explosionShielding = 0.5;
  3749. material = -1;
  3750. minimalHit = 0.01;
  3751. name = "neck";
  3752. passThrough = 0.8;
  3753. radius = 0.1;
  3754. };
  3755. class HitHead: HitNeck
  3756. {
  3757. armor = 1;
  3758. depends = "HitFace max HitNeck";
  3759. explosionShielding = 0.5;
  3760. material = -1;
  3761. minimalHit = 0.01;
  3762. name = "head";
  3763. passThrough = 0.8;
  3764. radius = 0.2;
  3765. };
  3766. class HitPelvis
  3767. {
  3768. armor = 6;
  3769. depends = "0";
  3770. explosionShielding = 1;
  3771. material = -1;
  3772. minimalHit = 0.01;
  3773. name = "pelvis";
  3774. passThrough = 0.8;
  3775. radius = 0.24;
  3776. visual = "injury_body";
  3777. };
  3778. class HitAbdomen: HitPelvis
  3779. {
  3780. armor = 1;
  3781. depends = "0";
  3782. explosionShielding = 1;
  3783. material = -1;
  3784. minimalHit = 0.01;
  3785. name = "spine1";
  3786. passThrough = 0.8;
  3787. radius = 0.16;
  3788. visual = "injury_body";
  3789. };
  3790. class HitDiaphragm: HitAbdomen
  3791. {
  3792. armor = 1;
  3793. depends = "0";
  3794. explosionShielding = 6;
  3795. material = -1;
  3796. minimalHit = 0.01;
  3797. name = "spine2";
  3798. passThrough = 0.8;
  3799. radius = 0.18;
  3800. visual = "injury_body";
  3801. };
  3802. class HitChest: HitDiaphragm
  3803. {
  3804. armor = 1;
  3805. depends = "0";
  3806. explosionShielding = 6;
  3807. material = -1;
  3808. minimalHit = 0.01;
  3809. name = "spine3";
  3810. passThrough = 0.8;
  3811. radius = 0.18;
  3812. visual = "injury_body";
  3813. };
  3814. class HitBody: HitChest
  3815. {
  3816. armor = 1000;
  3817. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3818. explosionShielding = 6;
  3819. material = -1;
  3820. minimalHit = 0.01;
  3821. name = "body";
  3822. passThrough = 1;
  3823. radius = 0;
  3824. visual = "injury_body";
  3825. };
  3826. class HitArms
  3827. {
  3828. armor = 3;
  3829. depends = "0";
  3830. explosionShielding = 1;
  3831. material = -1;
  3832. minimalHit = 0.01;
  3833. name = "arms";
  3834. passThrough = 1;
  3835. radius = 0.1;
  3836. visual = "injury_hands";
  3837. };
  3838. class HitHands: HitArms
  3839. {
  3840. armor = 3;
  3841. depends = "HitArms";
  3842. explosionShielding = 1;
  3843. material = -1;
  3844. minimalHit = 0.01;
  3845. name = "hands";
  3846. passThrough = 1;
  3847. radius = 0.1;
  3848. visual = "injury_hands";
  3849. };
  3850. class HitLegs
  3851. {
  3852. armor = 3;
  3853. depends = "0";
  3854. explosionShielding = 1;
  3855. material = -1;
  3856. minimalHit = 0.01;
  3857. name = "legs";
  3858. passThrough = 1;
  3859. radius = 0.14;
  3860. visual = "injury_legs";
  3861. };
  3862. class Incapacitated
  3863. {
  3864. armor = 1000;
  3865. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3866. explosionShielding = 1;
  3867. material = -1;
  3868. minimalHit = 0;
  3869. name = "body";
  3870. passThrough = 1;
  3871. radius = 0;
  3872. visual = "";
  3873. };
  3874. };
  3875. };
  3876. class SWOP_RebSc_B: O_Soldier_base_F
  3877. {
  3878. htMax = 1800;
  3879. htMin = 60;
  3880. class HitPoints
  3881. {
  3882. class HitFace
  3883. {
  3884. armor = 1;
  3885. explosionShielding = 0.1;
  3886. material = -1;
  3887. minimalHit = 0.01;
  3888. name = "face_hub";
  3889. passThrough = 0.8;
  3890. radius = 0.08;
  3891. };
  3892. class HitNeck: HitFace
  3893. {
  3894. armor = 1;
  3895. explosionShielding = 0.5;
  3896. material = -1;
  3897. minimalHit = 0.01;
  3898. name = "neck";
  3899. passThrough = 0.8;
  3900. radius = 0.1;
  3901. };
  3902. class HitHead: HitNeck
  3903. {
  3904. armor = 1;
  3905. depends = "HitFace max HitNeck";
  3906. explosionShielding = 0.5;
  3907. material = -1;
  3908. minimalHit = 0.01;
  3909. name = "head";
  3910. passThrough = 0.8;
  3911. radius = 0.2;
  3912. };
  3913. class HitPelvis
  3914. {
  3915. armor = 6;
  3916. depends = "0";
  3917. explosionShielding = 1;
  3918. material = -1;
  3919. minimalHit = 0.01;
  3920. name = "pelvis";
  3921. passThrough = 0.8;
  3922. radius = 0.24;
  3923. visual = "injury_body";
  3924. };
  3925. class HitAbdomen: HitPelvis
  3926. {
  3927. armor = 1;
  3928. depends = "0";
  3929. explosionShielding = 1;
  3930. material = -1;
  3931. minimalHit = 0.01;
  3932. name = "spine1";
  3933. passThrough = 0.8;
  3934. radius = 0.16;
  3935. visual = "injury_body";
  3936. };
  3937. class HitDiaphragm: HitAbdomen
  3938. {
  3939. armor = 1;
  3940. depends = "0";
  3941. explosionShielding = 6;
  3942. material = -1;
  3943. minimalHit = 0.01;
  3944. name = "spine2";
  3945. passThrough = 0.8;
  3946. radius = 0.18;
  3947. visual = "injury_body";
  3948. };
  3949. class HitChest: HitDiaphragm
  3950. {
  3951. armor = 1;
  3952. depends = "0";
  3953. explosionShielding = 6;
  3954. material = -1;
  3955. minimalHit = 0.01;
  3956. name = "spine3";
  3957. passThrough = 0.8;
  3958. radius = 0.18;
  3959. visual = "injury_body";
  3960. };
  3961. class HitBody: HitChest
  3962. {
  3963. armor = 1000;
  3964. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3965. explosionShielding = 6;
  3966. material = -1;
  3967. minimalHit = 0.01;
  3968. name = "body";
  3969. passThrough = 1;
  3970. radius = 0;
  3971. visual = "injury_body";
  3972. };
  3973. class HitArms
  3974. {
  3975. armor = 3;
  3976. depends = "0";
  3977. explosionShielding = 1;
  3978. material = -1;
  3979. minimalHit = 0.01;
  3980. name = "arms";
  3981. passThrough = 1;
  3982. radius = 0.1;
  3983. visual = "injury_hands";
  3984. };
  3985. class HitHands: HitArms
  3986. {
  3987. armor = 3;
  3988. depends = "HitArms";
  3989. explosionShielding = 1;
  3990. material = -1;
  3991. minimalHit = 0.01;
  3992. name = "hands";
  3993. passThrough = 1;
  3994. radius = 0.1;
  3995. visual = "injury_hands";
  3996. };
  3997. class HitLegs
  3998. {
  3999. armor = 3;
  4000. depends = "0";
  4001. explosionShielding = 1;
  4002. material = -1;
  4003. minimalHit = 0.01;
  4004. name = "legs";
  4005. passThrough = 1;
  4006. radius = 0.14;
  4007. visual = "injury_legs";
  4008. };
  4009. class Incapacitated
  4010. {
  4011. armor = 1000;
  4012. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4013. explosionShielding = 1;
  4014. material = -1;
  4015. minimalHit = 0;
  4016. name = "body";
  4017. passThrough = 1;
  4018. radius = 0;
  4019. visual = "";
  4020. };
  4021. };
  4022. };
  4023. class SWOP_RebS_F: O_Soldier_base_F
  4024. {
  4025. htMax = 1800;
  4026. htMin = 60;
  4027. class HitPoints
  4028. {
  4029. class HitFace
  4030. {
  4031. armor = 1;
  4032. explosionShielding = 0.1;
  4033. material = -1;
  4034. minimalHit = 0.01;
  4035. name = "face_hub";
  4036. passThrough = 0.8;
  4037. radius = 0.08;
  4038. };
  4039. class HitNeck: HitFace
  4040. {
  4041. armor = 1;
  4042. explosionShielding = 0.5;
  4043. material = -1;
  4044. minimalHit = 0.01;
  4045. name = "neck";
  4046. passThrough = 0.8;
  4047. radius = 0.1;
  4048. };
  4049. class HitHead: HitNeck
  4050. {
  4051. armor = 1;
  4052. depends = "HitFace max HitNeck";
  4053. explosionShielding = 0.5;
  4054. material = -1;
  4055. minimalHit = 0.01;
  4056. name = "head";
  4057. passThrough = 0.8;
  4058. radius = 0.2;
  4059. };
  4060. class HitPelvis
  4061. {
  4062. armor = 6;
  4063. depends = "0";
  4064. explosionShielding = 1;
  4065. material = -1;
  4066. minimalHit = 0.01;
  4067. name = "pelvis";
  4068. passThrough = 0.8;
  4069. radius = 0.24;
  4070. visual = "injury_body";
  4071. };
  4072. class HitAbdomen: HitPelvis
  4073. {
  4074. armor = 1;
  4075. depends = "0";
  4076. explosionShielding = 1;
  4077. material = -1;
  4078. minimalHit = 0.01;
  4079. name = "spine1";
  4080. passThrough = 0.8;
  4081. radius = 0.16;
  4082. visual = "injury_body";
  4083. };
  4084. class HitDiaphragm: HitAbdomen
  4085. {
  4086. armor = 1;
  4087. depends = "0";
  4088. explosionShielding = 6;
  4089. material = -1;
  4090. minimalHit = 0.01;
  4091. name = "spine2";
  4092. passThrough = 0.8;
  4093. radius = 0.18;
  4094. visual = "injury_body";
  4095. };
  4096. class HitChest: HitDiaphragm
  4097. {
  4098. armor = 1;
  4099. depends = "0";
  4100. explosionShielding = 6;
  4101. material = -1;
  4102. minimalHit = 0.01;
  4103. name = "spine3";
  4104. passThrough = 0.8;
  4105. radius = 0.18;
  4106. visual = "injury_body";
  4107. };
  4108. class HitBody: HitChest
  4109. {
  4110. armor = 1000;
  4111. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4112. explosionShielding = 6;
  4113. material = -1;
  4114. minimalHit = 0.01;
  4115. name = "body";
  4116. passThrough = 1;
  4117. radius = 0;
  4118. visual = "injury_body";
  4119. };
  4120. class HitArms
  4121. {
  4122. armor = 3;
  4123. depends = "0";
  4124. explosionShielding = 1;
  4125. material = -1;
  4126. minimalHit = 0.01;
  4127. name = "arms";
  4128. passThrough = 1;
  4129. radius = 0.1;
  4130. visual = "injury_hands";
  4131. };
  4132. class HitHands: HitArms
  4133. {
  4134. armor = 3;
  4135. depends = "HitArms";
  4136. explosionShielding = 1;
  4137. material = -1;
  4138. minimalHit = 0.01;
  4139. name = "hands";
  4140. passThrough = 1;
  4141. radius = 0.1;
  4142. visual = "injury_hands";
  4143. };
  4144. class HitLegs
  4145. {
  4146. armor = 3;
  4147. depends = "0";
  4148. explosionShielding = 1;
  4149. material = -1;
  4150. minimalHit = 0.01;
  4151. name = "legs";
  4152. passThrough = 1;
  4153. radius = 0.14;
  4154. visual = "injury_legs";
  4155. };
  4156. class Incapacitated
  4157. {
  4158. armor = 1000;
  4159. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4160. explosionShielding = 1;
  4161. material = -1;
  4162. minimalHit = 0;
  4163. name = "body";
  4164. passThrough = 1;
  4165. radius = 0;
  4166. visual = "";
  4167. };
  4168. };
  4169. };
  4170. class SWOP_Resistance_HeavyUnif_Brown_F: O_Soldier_base_F
  4171. {
  4172. htMax = 1800;
  4173. htMin = 60;
  4174. class HitPoints
  4175. {
  4176. class HitFace
  4177. {
  4178. armor = 1;
  4179. explosionShielding = 0.1;
  4180. material = -1;
  4181. minimalHit = 0.01;
  4182. name = "face_hub";
  4183. passThrough = 0.8;
  4184. radius = 0.08;
  4185. };
  4186. class HitNeck: HitFace
  4187. {
  4188. armor = 1;
  4189. explosionShielding = 0.5;
  4190. material = -1;
  4191. minimalHit = 0.01;
  4192. name = "neck";
  4193. passThrough = 0.8;
  4194. radius = 0.1;
  4195. };
  4196. class HitHead: HitNeck
  4197. {
  4198. armor = 1;
  4199. depends = "HitFace max HitNeck";
  4200. explosionShielding = 0.5;
  4201. material = -1;
  4202. minimalHit = 0.01;
  4203. name = "head";
  4204. passThrough = 0.8;
  4205. radius = 0.2;
  4206. };
  4207. class HitPelvis
  4208. {
  4209. armor = 6;
  4210. depends = "0";
  4211. explosionShielding = 1;
  4212. material = -1;
  4213. minimalHit = 0.01;
  4214. name = "pelvis";
  4215. passThrough = 0.8;
  4216. radius = 0.24;
  4217. visual = "injury_body";
  4218. };
  4219. class HitAbdomen: HitPelvis
  4220. {
  4221. armor = 1;
  4222. depends = "0";
  4223. explosionShielding = 1;
  4224. material = -1;
  4225. minimalHit = 0.01;
  4226. name = "spine1";
  4227. passThrough = 0.8;
  4228. radius = 0.16;
  4229. visual = "injury_body";
  4230. };
  4231. class HitDiaphragm: HitAbdomen
  4232. {
  4233. armor = 1;
  4234. depends = "0";
  4235. explosionShielding = 6;
  4236. material = -1;
  4237. minimalHit = 0.01;
  4238. name = "spine2";
  4239. passThrough = 0.8;
  4240. radius = 0.18;
  4241. visual = "injury_body";
  4242. };
  4243. class HitChest: HitDiaphragm
  4244. {
  4245. armor = 1;
  4246. depends = "0";
  4247. explosionShielding = 6;
  4248. material = -1;
  4249. minimalHit = 0.01;
  4250. name = "spine3";
  4251. passThrough = 0.8;
  4252. radius = 0.18;
  4253. visual = "injury_body";
  4254. };
  4255. class HitBody: HitChest
  4256. {
  4257. armor = 1000;
  4258. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4259. explosionShielding = 6;
  4260. material = -1;
  4261. minimalHit = 0.01;
  4262. name = "body";
  4263. passThrough = 1;
  4264. radius = 0;
  4265. visual = "injury_body";
  4266. };
  4267. class HitArms
  4268. {
  4269. armor = 3;
  4270. depends = "0";
  4271. explosionShielding = 1;
  4272. material = -1;
  4273. minimalHit = 0.01;
  4274. name = "arms";
  4275. passThrough = 1;
  4276. radius = 0.1;
  4277. visual = "injury_hands";
  4278. };
  4279. class HitHands: HitArms
  4280. {
  4281. armor = 3;
  4282. depends = "HitArms";
  4283. explosionShielding = 1;
  4284. material = -1;
  4285. minimalHit = 0.01;
  4286. name = "hands";
  4287. passThrough = 1;
  4288. radius = 0.1;
  4289. visual = "injury_hands";
  4290. };
  4291. class HitLegs
  4292. {
  4293. armor = 3;
  4294. depends = "0";
  4295. explosionShielding = 1;
  4296. material = -1;
  4297. minimalHit = 0.01;
  4298. name = "legs";
  4299. passThrough = 1;
  4300. radius = 0.14;
  4301. visual = "injury_legs";
  4302. };
  4303. class Incapacitated
  4304. {
  4305. armor = 1000;
  4306. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4307. explosionShielding = 1;
  4308. material = -1;
  4309. minimalHit = 0;
  4310. name = "body";
  4311. passThrough = 1;
  4312. radius = 0;
  4313. visual = "";
  4314. };
  4315. };
  4316. };
  4317. class SWOP_Resistance_HeavyUnif_KhakiR_F: O_Soldier_base_F
  4318. {
  4319. htMax = 1800;
  4320. htMin = 60;
  4321. class HitPoints
  4322. {
  4323. class HitFace
  4324. {
  4325. armor = 1;
  4326. explosionShielding = 0.1;
  4327. material = -1;
  4328. minimalHit = 0.01;
  4329. name = "face_hub";
  4330. passThrough = 0.8;
  4331. radius = 0.08;
  4332. };
  4333. class HitNeck: HitFace
  4334. {
  4335. armor = 1;
  4336. explosionShielding = 0.5;
  4337. material = -1;
  4338. minimalHit = 0.01;
  4339. name = "neck";
  4340. passThrough = 0.8;
  4341. radius = 0.1;
  4342. };
  4343. class HitHead: HitNeck
  4344. {
  4345. armor = 1;
  4346. depends = "HitFace max HitNeck";
  4347. explosionShielding = 0.5;
  4348. material = -1;
  4349. minimalHit = 0.01;
  4350. name = "head";
  4351. passThrough = 0.8;
  4352. radius = 0.2;
  4353. };
  4354. class HitPelvis
  4355. {
  4356. armor = 6;
  4357. depends = "0";
  4358. explosionShielding = 1;
  4359. material = -1;
  4360. minimalHit = 0.01;
  4361. name = "pelvis";
  4362. passThrough = 0.8;
  4363. radius = 0.24;
  4364. visual = "injury_body";
  4365. };
  4366. class HitAbdomen: HitPelvis
  4367. {
  4368. armor = 1;
  4369. depends = "0";
  4370. explosionShielding = 1;
  4371. material = -1;
  4372. minimalHit = 0.01;
  4373. name = "spine1";
  4374. passThrough = 0.8;
  4375. radius = 0.16;
  4376. visual = "injury_body";
  4377. };
  4378. class HitDiaphragm: HitAbdomen
  4379. {
  4380. armor = 1;
  4381. depends = "0";
  4382. explosionShielding = 6;
  4383. material = -1;
  4384. minimalHit = 0.01;
  4385. name = "spine2";
  4386. passThrough = 0.8;
  4387. radius = 0.18;
  4388. visual = "injury_body";
  4389. };
  4390. class HitChest: HitDiaphragm
  4391. {
  4392. armor = 1;
  4393. depends = "0";
  4394. explosionShielding = 6;
  4395. material = -1;
  4396. minimalHit = 0.01;
  4397. name = "spine3";
  4398. passThrough = 0.8;
  4399. radius = 0.18;
  4400. visual = "injury_body";
  4401. };
  4402. class HitBody: HitChest
  4403. {
  4404. armor = 1000;
  4405. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4406. explosionShielding = 6;
  4407. material = -1;
  4408. minimalHit = 0.01;
  4409. name = "body";
  4410. passThrough = 1;
  4411. radius = 0;
  4412. visual = "injury_body";
  4413. };
  4414. class HitArms
  4415. {
  4416. armor = 3;
  4417. depends = "0";
  4418. explosionShielding = 1;
  4419. material = -1;
  4420. minimalHit = 0.01;
  4421. name = "arms";
  4422. passThrough = 1;
  4423. radius = 0.1;
  4424. visual = "injury_hands";
  4425. };
  4426. class HitHands: HitArms
  4427. {
  4428. armor = 3;
  4429. depends = "HitArms";
  4430. explosionShielding = 1;
  4431. material = -1;
  4432. minimalHit = 0.01;
  4433. name = "hands";
  4434. passThrough = 1;
  4435. radius = 0.1;
  4436. visual = "injury_hands";
  4437. };
  4438. class HitLegs
  4439. {
  4440. armor = 3;
  4441. depends = "0";
  4442. explosionShielding = 1;
  4443. material = -1;
  4444. minimalHit = 0.01;
  4445. name = "legs";
  4446. passThrough = 1;
  4447. radius = 0.14;
  4448. visual = "injury_legs";
  4449. };
  4450. class Incapacitated
  4451. {
  4452. armor = 1000;
  4453. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4454. explosionShielding = 1;
  4455. material = -1;
  4456. minimalHit = 0;
  4457. name = "body";
  4458. passThrough = 1;
  4459. radius = 0;
  4460. visual = "";
  4461. };
  4462. };
  4463. };
  4464. class SWOP_Resistance_unif_beigeB_F: O_Soldier_base_F
  4465. {
  4466. htMax = 1800;
  4467. htMin = 60;
  4468. class HitPoints
  4469. {
  4470. class HitFace
  4471. {
  4472. armor = 1;
  4473. explosionShielding = 0.1;
  4474. material = -1;
  4475. minimalHit = 0.01;
  4476. name = "face_hub";
  4477. passThrough = 0.8;
  4478. radius = 0.08;
  4479. };
  4480. class HitNeck: HitFace
  4481. {
  4482. armor = 1;
  4483. explosionShielding = 0.5;
  4484. material = -1;
  4485. minimalHit = 0.01;
  4486. name = "neck";
  4487. passThrough = 0.8;
  4488. radius = 0.1;
  4489. };
  4490. class HitHead: HitNeck
  4491. {
  4492. armor = 1;
  4493. depends = "HitFace max HitNeck";
  4494. explosionShielding = 0.5;
  4495. material = -1;
  4496. minimalHit = 0.01;
  4497. name = "head";
  4498. passThrough = 0.8;
  4499. radius = 0.2;
  4500. };
  4501. class HitPelvis
  4502. {
  4503. armor = 6;
  4504. depends = "0";
  4505. explosionShielding = 1;
  4506. material = -1;
  4507. minimalHit = 0.01;
  4508. name = "pelvis";
  4509. passThrough = 0.8;
  4510. radius = 0.24;
  4511. visual = "injury_body";
  4512. };
  4513. class HitAbdomen: HitPelvis
  4514. {
  4515. armor = 1;
  4516. depends = "0";
  4517. explosionShielding = 1;
  4518. material = -1;
  4519. minimalHit = 0.01;
  4520. name = "spine1";
  4521. passThrough = 0.8;
  4522. radius = 0.16;
  4523. visual = "injury_body";
  4524. };
  4525. class HitDiaphragm: HitAbdomen
  4526. {
  4527. armor = 1;
  4528. depends = "0";
  4529. explosionShielding = 6;
  4530. material = -1;
  4531. minimalHit = 0.01;
  4532. name = "spine2";
  4533. passThrough = 0.8;
  4534. radius = 0.18;
  4535. visual = "injury_body";
  4536. };
  4537. class HitChest: HitDiaphragm
  4538. {
  4539. armor = 1;
  4540. depends = "0";
  4541. explosionShielding = 6;
  4542. material = -1;
  4543. minimalHit = 0.01;
  4544. name = "spine3";
  4545. passThrough = 0.8;
  4546. radius = 0.18;
  4547. visual = "injury_body";
  4548. };
  4549. class HitBody: HitChest
  4550. {
  4551. armor = 1000;
  4552. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4553. explosionShielding = 6;
  4554. material = -1;
  4555. minimalHit = 0.01;
  4556. name = "body";
  4557. passThrough = 1;
  4558. radius = 0;
  4559. visual = "injury_body";
  4560. };
  4561. class HitArms
  4562. {
  4563. armor = 3;
  4564. depends = "0";
  4565. explosionShielding = 1;
  4566. material = -1;
  4567. minimalHit = 0.01;
  4568. name = "arms";
  4569. passThrough = 1;
  4570. radius = 0.1;
  4571. visual = "injury_hands";
  4572. };
  4573. class HitHands: HitArms
  4574. {
  4575. armor = 3;
  4576. depends = "HitArms";
  4577. explosionShielding = 1;
  4578. material = -1;
  4579. minimalHit = 0.01;
  4580. name = "hands";
  4581. passThrough = 1;
  4582. radius = 0.1;
  4583. visual = "injury_hands";
  4584. };
  4585. class HitLegs
  4586. {
  4587. armor = 3;
  4588. depends = "0";
  4589. explosionShielding = 1;
  4590. material = -1;
  4591. minimalHit = 0.01;
  4592. name = "legs";
  4593. passThrough = 1;
  4594. radius = 0.14;
  4595. visual = "injury_legs";
  4596. };
  4597. class Incapacitated
  4598. {
  4599. armor = 1000;
  4600. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4601. explosionShielding = 1;
  4602. material = -1;
  4603. minimalHit = 0;
  4604. name = "body";
  4605. passThrough = 1;
  4606. radius = 0;
  4607. visual = "";
  4608. };
  4609. };
  4610. };
  4611. ///Infantry///
  4612. class macro_new_uniform_skin_class(501_inf,recruit): B_Soldier_f
  4613. {
  4614. author = "RD501";
  4615. scope = 1;
  4616. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4617. nakedUniform = "U_BasicBody";
  4618. hiddenSelections[] = {"Camo1","Camo2"};
  4619. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\recruit_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\recruit_armor_lower.paa};
  4620. hiddenSelectionsMaterials[]=
  4621. {
  4622. "MRC\JLTS\characters\CloneArmor\data\clone_armor1_clean.rvmat",
  4623. "MRC\JLTS\characters\CloneArmor\data\clone_armor2_clean.rvmat"
  4624. };
  4625. uniformClass= macro_new_uniform_class(501_inf,recruit);
  4626. class HitPoints: HitPoints
  4627. {
  4628. class HitFace
  4629. {
  4630. armor=1;
  4631. material=-1;
  4632. name="face_hub";
  4633. passThrough=0.80000001;
  4634. radius=0.079999998;
  4635. explosionShielding=0.1;
  4636. minimalHit=0.0099999998;
  4637. };
  4638. class HitNeck: HitFace
  4639. {
  4640. armor=1;
  4641. material=-1;
  4642. name="neck";
  4643. passThrough=0.80000001;
  4644. radius=0.1;
  4645. explosionShielding=0.5;
  4646. minimalHit=0.0099999998;
  4647. };
  4648. class HitHead: HitNeck
  4649. {
  4650. armor=1;
  4651. material=-1;
  4652. name="head";
  4653. passThrough=0.80000001;
  4654. radius=0.2;
  4655. explosionShielding=0.5;
  4656. minimalHit=0.0099999998;
  4657. depends="HitFace max HitNeck";
  4658. };
  4659. class HitPelvis: HitHead
  4660. {
  4661. armor=8;
  4662. material=-1;
  4663. name="pelvis";
  4664. passThrough=0.80000001;
  4665. radius=0.23999999;
  4666. explosionShielding=3;
  4667. visual="injury_body";
  4668. minimalHit=0.0099999998;
  4669. depends="";
  4670. };
  4671. class HitAbdomen: HitPelvis
  4672. {
  4673. armor=6;
  4674. material=-1;
  4675. name="spine1";
  4676. passThrough=0.80000001;
  4677. radius=0.16;
  4678. explosionShielding=3;
  4679. visual="injury_body";
  4680. minimalHit=0.0099999998;
  4681. };
  4682. class HitDiaphragm: HitAbdomen
  4683. {
  4684. armor=6;
  4685. material=-1;
  4686. name="spine2";
  4687. passThrough=0.33000001;
  4688. radius=0.18000001;
  4689. explosionShielding=6;
  4690. visual="injury_body";
  4691. minimalHit=0.0099999998;
  4692. };
  4693. class HitChest: HitDiaphragm
  4694. {
  4695. armor=8;
  4696. material=-1;
  4697. name="spine3";
  4698. passThrough="0.33000001radius = 0.18";
  4699. explosionShielding=6;
  4700. visual="injury_body";
  4701. minimalHit=0.0099999998;
  4702. };
  4703. class HitBody: HitChest
  4704. {
  4705. armor=1000;
  4706. material=-1;
  4707. name="body";
  4708. passThrough=1;
  4709. radius=0;
  4710. explosionShielding=6;
  4711. visual="injury_body";
  4712. minimalHit=0.0099999998;
  4713. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4714. };
  4715. class HitArms: HitBody
  4716. {
  4717. armor=6;
  4718. material=-1;
  4719. name="arms";
  4720. passThrough=1;
  4721. radius=0.1;
  4722. explosionShielding=3;
  4723. visual="injury_hands";
  4724. minimalHit=0.0099999998;
  4725. depends="0";
  4726. };
  4727. class HitHands: HitArms
  4728. {
  4729. armor=6;
  4730. material=-1;
  4731. name="hands";
  4732. passThrough=1;
  4733. radius=0.1;
  4734. explosionShielding=1;
  4735. visual="injury_hands";
  4736. minimalHit=0.0099999998;
  4737. depends="HitArms";
  4738. };
  4739. class HitLegs: HitHands
  4740. {
  4741. armor=6;
  4742. material=-1;
  4743. name="legs";
  4744. passThrough=1;
  4745. radius=0.14;
  4746. explosionShielding=3;
  4747. visual="injury_legs";
  4748. minimalHit=0.0099999998;
  4749. depends="0";
  4750. };
  4751. class Incapacitated: HitLegs
  4752. {
  4753. armor=1000;
  4754. material=-1;
  4755. name="body";
  4756. passThrough=1;
  4757. radius=0;
  4758. explosionShielding=3;
  4759. visual="";
  4760. minimalHit=0;
  4761. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4762. };
  4763. class HitLeftArm
  4764. {
  4765. armor=6;
  4766. material=-1;
  4767. name="hand_l";
  4768. passThrough=1;
  4769. radius=0.079999998;
  4770. explosionShielding=3;
  4771. visual="injury_hands";
  4772. minimalHit=0.0099999998;
  4773. };
  4774. class HitRightArm: HitLeftArm
  4775. {
  4776. name="hand_r";
  4777. };
  4778. class HitLeftLeg
  4779. {
  4780. armor=6;
  4781. material=-1;
  4782. name="leg_l";
  4783. passThrough=1;
  4784. radius=0.1;
  4785. explosionShielding=3;
  4786. visual="injury_legs";
  4787. minimalHit=0.0099999998;
  4788. };
  4789. class HitRightLeg: HitLeftLeg
  4790. {
  4791. name="leg_r";
  4792. };
  4793. };
  4794. armor=2;
  4795. armorStructural=4;
  4796. explosionShielding=0.40000001;
  4797. minTotalDamageThreshold=0.001;
  4798. impactDamageMultiplier=0.5;
  4799. };
  4800. class macro_new_uniform_skin_class(501_inf,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4801. {
  4802. author = "RD501";
  4803. scope = 1;
  4804. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4805. nakedUniform = "U_BasicBody";
  4806. hiddenSelections[] = {"Camo1","Camo2"};
  4807. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_Armor_Upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4808. };
  4809. class macro_new_uniform_skin_class(501_inf_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4810. {
  4811. author = "RD501";
  4812. scope = 1;
  4813. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4814. nakedUniform = "U_BasicBody";
  4815. hiddenSelections[] = {"Camo1","Camo2"};
  4816. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4817. };
  4818. class macro_new_uniform_skin_class(501_inf_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4819. {
  4820. author = "RD501";
  4821. scope = 1;
  4822. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4823. nakedUniform = "U_BasicBody";
  4824. hiddenSelections[] = {"Camo1","Camo2"};
  4825. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4826. };
  4827. class macro_new_uniform_skin_class(501_inf,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4828. {
  4829. author = "RD501";
  4830. scope = 1;
  4831. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4832. nakedUniform = "U_BasicBody";
  4833. hiddenSelections[] = {"Camo1","Camo2"};
  4834. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4835. };
  4836. class macro_new_uniform_skin_class(501_inf_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4837. {
  4838. author = "RD501";
  4839. scope = 1;
  4840. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4841. nakedUniform = "U_BasicBody";
  4842. hiddenSelections[] = {"Camo1","Camo2"};
  4843. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4844. };
  4845. class macro_new_uniform_skin_class(501_inf_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4846. {
  4847. author = "RD501";
  4848. scope = 1;
  4849. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4850. nakedUniform = "U_BasicBody";
  4851. hiddenSelections[] = {"Camo1","Camo2"};
  4852. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4853. };
  4854. class macro_new_uniform_skin_class(501_inf,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4855. {
  4856. author = "RD501";
  4857. scope = 1;
  4858. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4859. nakedUniform = "U_BasicBody";
  4860. hiddenSelections[] = {"Camo1","Camo2"};
  4861. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4862. };
  4863. class macro_new_uniform_skin_class(501_inf_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4864. {
  4865. author = "RD501";
  4866. scope = 1;
  4867. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4868. nakedUniform = "U_BasicBody";
  4869. hiddenSelections[] = {"Camo1","Camo2"};
  4870. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4871. };
  4872. class macro_new_uniform_skin_class(501_inf_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4873. {
  4874. author = "RD501";
  4875. scope = 1;
  4876. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4877. nakedUniform = "U_BasicBody";
  4878. hiddenSelections[] = {"Camo1","Camo2"};
  4879. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4880. };
  4881. class macro_new_uniform_skin_class(501_inf,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4882. {
  4883. author = "RD501";
  4884. scope = 1;
  4885. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4886. nakedUniform = "U_BasicBody";
  4887. hiddenSelections[] = {"Camo1","Camo2"};
  4888. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4889. };
  4890. class macro_new_uniform_skin_class(501_inf_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4891. {
  4892. author = "RD501";
  4893. scope = 1;
  4894. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4895. nakedUniform = "U_BasicBody";
  4896. hiddenSelections[] = {"Camo1","Camo2"};
  4897. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4898. };
  4899. class macro_new_uniform_skin_class(501_inf_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4900. {
  4901. author = "RD501";
  4902. scope = 1;
  4903. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4904. nakedUniform = "U_BasicBody";
  4905. hiddenSelections[] = {"Camo1","Camo2"};
  4906. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4907. };
  4908. class macro_new_uniform_skin_class(501_inf,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4909. {
  4910. author = "RD501";
  4911. scope = 1;
  4912. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4913. nakedUniform = "U_BasicBody";
  4914. hiddenSelections[] = {"Camo1","Camo2"};
  4915. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4916. };
  4917. class macro_new_uniform_skin_class(501_inf_medic,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4918. {
  4919. author = "RD501";
  4920. scope = 1;
  4921. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4922. nakedUniform = "U_BasicBody";
  4923. hiddenSelections[] = {"Camo1","Camo2"};
  4924. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4925. };
  4926. class macro_new_uniform_skin_class(501_inf_rto,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4927. {
  4928. author = "RD501";
  4929. scope = 1;
  4930. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4931. nakedUniform = "U_BasicBody";
  4932. hiddenSelections[] = {"Camo1","Camo2"};
  4933. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4934. };
  4935. ///Airborne///
  4936. class macro_new_uniform_skin_class(501_ab,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4937. {
  4938. author = "RD501";
  4939. scope = 1;
  4940. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4941. nakedUniform = "U_BasicBody";
  4942. hiddenSelections[] = {"Camo1","Camo2"};
  4943. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4944. };
  4945. class macro_new_uniform_skin_class(501_ab_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4946. {
  4947. author = "RD501";
  4948. scope = 1;
  4949. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4950. nakedUniform = "U_BasicBody";
  4951. hiddenSelections[] = {"Camo1","Camo2"};
  4952. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4953. };
  4954. class macro_new_uniform_skin_class(501_ab_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4955. {
  4956. author = "RD501";
  4957. scope = 1;
  4958. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4959. nakedUniform = "U_BasicBody";
  4960. hiddenSelections[] = {"Camo1","Camo2"};
  4961. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4962. };
  4963. class macro_new_uniform_skin_class(501_ab,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4964. {
  4965. author = "RD501";
  4966. scope = 1;
  4967. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4968. nakedUniform = "U_BasicBody";
  4969. hiddenSelections[] = {"Camo1","Camo2"};
  4970. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  4971. };
  4972. class macro_new_uniform_skin_class(501_ab_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4973. {
  4974. author = "RD501";
  4975. scope = 1;
  4976. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4977. nakedUniform = "U_BasicBody";
  4978. hiddenSelections[] = {"Camo1","Camo2"};
  4979. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  4980. };
  4981. class macro_new_uniform_skin_class(501_ab_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4982. {
  4983. author = "RD501";
  4984. scope = 1;
  4985. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4986. nakedUniform = "U_BasicBody";
  4987. hiddenSelections[] = {"Camo1","Camo2"};
  4988. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  4989. };
  4990. class macro_new_uniform_skin_class(501_ab,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4991. {
  4992. author = "RD501";
  4993. scope = 1;
  4994. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4995. nakedUniform = "U_BasicBody";
  4996. hiddenSelections[] = {"Camo1","Camo2"};
  4997. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  4998. };
  4999. class macro_new_uniform_skin_class(501_ab_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5000. {
  5001. author = "RD501";
  5002. scope = 1;
  5003. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5004. nakedUniform = "U_BasicBody";
  5005. hiddenSelections[] = {"Camo1","Camo2"};
  5006. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5007. };
  5008. class macro_new_uniform_skin_class(501_ab_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5009. {
  5010. author = "RD501";
  5011. scope = 1;
  5012. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5013. nakedUniform = "U_BasicBody";
  5014. hiddenSelections[] = {"Camo1","Camo2"};
  5015. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5016. };
  5017. class macro_new_uniform_skin_class(501_ab,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5018. {
  5019. author = "RD501";
  5020. scope = 1;
  5021. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5022. nakedUniform = "U_BasicBody";
  5023. hiddenSelections[] = {"Camo1","Camo2"};
  5024. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5025. };
  5026. class macro_new_uniform_skin_class(501_ab_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5027. {
  5028. author = "RD501";
  5029. scope = 1;
  5030. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5031. nakedUniform = "U_BasicBody";
  5032. hiddenSelections[] = {"Camo1","Camo2"};
  5033. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5034. };
  5035. class macro_new_uniform_skin_class(501_ab_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5036. {
  5037. author = "RD501";
  5038. scope = 1;
  5039. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5040. nakedUniform = "U_BasicBody";
  5041. hiddenSelections[] = {"Camo1","Camo2"};
  5042. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5043. };
  5044. class macro_new_uniform_skin_class(501_ab,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5045. {
  5046. author = "RD501";
  5047. scope = 1;
  5048. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5049. nakedUniform = "U_BasicBody";
  5050. hiddenSelections[] = {"Camo1","Camo2"};
  5051. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5052. };
  5053. class macro_new_uniform_skin_class(501_ab_medic,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5054. {
  5055. author = "RD501";
  5056. scope = 1;
  5057. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5058. nakedUniform = "U_BasicBody";
  5059. hiddenSelections[] = {"Camo1","Camo2"};
  5060. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5061. };
  5062. class macro_new_uniform_skin_class(501_ab_rto,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5063. {
  5064. author = "RD501";
  5065. scope = 1;
  5066. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5067. nakedUniform = "U_BasicBody";
  5068. hiddenSelections[] = {"Camo1","Camo2"};
  5069. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5070. };
  5071. class macro_new_uniform_skin_class(501_ab,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5072. {
  5073. author = "RD501";
  5074. scope = 1;
  5075. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5076. nakedUniform = "U_BasicBody";
  5077. hiddenSelections[] = {"Camo1","Camo2"};
  5078. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5079. };
  5080. class macro_new_uniform_skin_class(501_ab_medic,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5081. {
  5082. author = "RD501";
  5083. scope = 1;
  5084. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5085. nakedUniform = "U_BasicBody";
  5086. hiddenSelections[] = {"Camo1","Camo2"};
  5087. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5088. };
  5089. class macro_new_uniform_skin_class(501_ab_rto,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5090. {
  5091. author = "RD501";
  5092. scope = 1;
  5093. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5094. nakedUniform = "U_BasicBody";
  5095. hiddenSelections[] = {"Camo1","Camo2"};
  5096. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5097. };
  5098. class macro_new_uniform_skin_class(501_ab,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5099. {
  5100. author = "RD501";
  5101. scope = 1;
  5102. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5103. nakedUniform = "U_BasicBody";
  5104. hiddenSelections[] = {"Camo1","Camo2"};
  5105. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5106. };
  5107. class macro_new_uniform_skin_class(501_ab_medic,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5108. {
  5109. author = "RD501";
  5110. scope = 1;
  5111. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5112. nakedUniform = "U_BasicBody";
  5113. hiddenSelections[] = {"Camo1","Camo2"};
  5114. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5115. };
  5116. class macro_new_uniform_skin_class(501_ab_rto,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5117. {
  5118. author = "RD501";
  5119. scope = 1;
  5120. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5121. nakedUniform = "U_BasicBody";
  5122. hiddenSelections[] = {"Camo1","Camo2"};
  5123. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5124. };
  5125. class macro_new_uniform_skin_class(501_ab,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5126. {
  5127. author = "RD501";
  5128. scope = 1;
  5129. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5130. nakedUniform = "U_BasicBody";
  5131. hiddenSelections[] = {"Camo1","Camo2"};
  5132. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5133. };
  5134. class macro_new_uniform_skin_class(501_ab_medic,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5135. {
  5136. author = "RD501";
  5137. scope = 1;
  5138. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5139. nakedUniform = "U_BasicBody";
  5140. hiddenSelections[] = {"Camo1","Camo2"};
  5141. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5142. };
  5143. class macro_new_uniform_skin_class(501_ab_rto,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5144. {
  5145. author = "RD501";
  5146. scope = 1;
  5147. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5148. nakedUniform = "U_BasicBody";
  5149. hiddenSelections[] = {"Camo1","Camo2"};
  5150. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5151. };
  5152. class macro_new_uniform_skin_class(501_ab,csm): macro_new_uniform_skin_class(501_inf,recruit)
  5153. {
  5154. author = "RD501";
  5155. scope = 1;
  5156. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5157. nakedUniform = "U_BasicBody";
  5158. hiddenSelections[] = {"Camo1","Camo2"};
  5159. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_csm_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_csm_armor_lower.paa};
  5160. };
  5161. //
  5162. class macro_new_uniform_skin_class(501_avi,cxc): macro_new_uniform_skin_class(501_inf,recruit)
  5163. {
  5164. author = "RD501";
  5165. scope = 2;
  5166. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5167. nakedUniform = "U_BasicBody";
  5168. hiddenSelections[] = {"Camo1","Camo2"};
  5169. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_lower.paa};
  5170. };
  5171. class macro_new_uniform_skin_class(501_avi,scxc): macro_new_uniform_skin_class(501_inf,recruit)
  5172. {
  5173. author = "RD501";
  5174. scope = 2;
  5175. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5176. nakedUniform = "U_BasicBody";
  5177. hiddenSelections[] = {"Camo1","Camo2"};
  5178. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_lower.paa};
  5179. };
  5180. class macro_new_uniform_skin_class(501_avi,cxx): macro_new_uniform_skin_class(501_inf,recruit)
  5181. {
  5182. author = "RD501";
  5183. scope = 2;
  5184. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5185. nakedUniform = "U_BasicBody";
  5186. hiddenSelections[] = {"Camo1","Camo2"};
  5187. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_lower.paa};
  5188. };
  5189. class macro_new_uniform_skin_class(501_avi,scxx): macro_new_uniform_skin_class(501_inf,recruit)
  5190. {
  5191. author = "RD501";
  5192. scope = 2;
  5193. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5194. nakedUniform = "U_BasicBody";
  5195. hiddenSelections[] = {"Camo1","Camo2"};
  5196. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_lower.paa};
  5197. };
  5198. class macro_new_uniform_skin_class(501_avi,cxp): macro_new_uniform_skin_class(501_inf,recruit)
  5199. {
  5200. author = "RD501";
  5201. scope = 2;
  5202. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5203. nakedUniform = "U_BasicBody";
  5204. hiddenSelections[] = {"Camo1","Camo2"};
  5205. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_lower.paa};
  5206. };
  5207. class macro_new_uniform_skin_class(501_avi,cxs): macro_new_uniform_skin_class(501_inf,recruit)
  5208. {
  5209. author = "RD501";
  5210. scope = 2;
  5211. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5212. nakedUniform = "U_BasicBody";
  5213. hiddenSelections[] = {"Camo1","Camo2"};
  5214. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_lower.paa};
  5215. };
  5216. class macro_new_uniform_skin_class(501_avi,cx1): macro_new_uniform_skin_class(501_inf,recruit)
  5217. {
  5218. author = "RD501";
  5219. scope = 2;
  5220. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5221. nakedUniform = "U_BasicBody";
  5222. hiddenSelections[] = {"Camo1","Camo2"};
  5223. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_lower.paa};
  5224. };
  5225. class macro_new_uniform_skin_class(501_avi,cx2): macro_new_uniform_skin_class(501_inf,recruit)
  5226. {
  5227. author = "RD501";
  5228. scope = 2;
  5229. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5230. nakedUniform = "U_BasicBody";
  5231. hiddenSelections[] = {"Camo1","Camo2"};
  5232. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_lower.paa};
  5233. };
  5234. class macro_new_uniform_skin_class(501_avi,cx3): macro_new_uniform_skin_class(501_inf,recruit)
  5235. {
  5236. author = "RD501";
  5237. scope = 2;
  5238. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5239. nakedUniform = "U_BasicBody";
  5240. hiddenSelections[] = {"Camo1","Camo2"};
  5241. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_lower.paa};
  5242. };
  5243. //
  5244. class macro_new_uniform_skin_class(empire_rg,boi): macro_new_uniform_skin_class(501_inf,recruit)
  5245. {
  5246. author = "RD501";
  5247. scope = 2;
  5248. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5249. nakedUniform = "U_BasicBody";
  5250. hiddenSelections[] = {"Camo1","Camo2"};
  5251. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\rg_armour_upper.paa,TEXTUREPATH\gcw\empire\rg\rg_armour_lower.paa};
  5252. };
  5253. //
  5254. class macro_new_uniform_skin_class(501_arc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5255. {
  5256. author = "RD501";
  5257. scope = 2;
  5258. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5259. nakedUniform = "U_BasicBody";
  5260. hiddenSelections[] = {"Camo1","Camo2"};
  5261. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper_01.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5262. };
  5263. class macro_new_uniform_skin_class(501_arc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5264. {
  5265. author = "RD501";
  5266. scope = 2;
  5267. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5268. nakedUniform = "U_BasicBody";
  5269. hiddenSelections[] = {"Camo1","Camo2"};
  5270. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5271. };
  5272. //
  5273. class macro_new_uniform_skin_class(501_utc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5274. {
  5275. author = "RD501";
  5276. scope = 2;
  5277. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5278. nakedUniform = "U_BasicBody";
  5279. hiddenSelections[] = {"Camo1","Camo2"};
  5280. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_blue_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5281. };
  5282. class macro_new_uniform_skin_class(501_utc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5283. {
  5284. author = "RD501";
  5285. scope = 2;
  5286. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5287. nakedUniform = "U_BasicBody";
  5288. hiddenSelections[] = {"Camo1","Camo2"};
  5289. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_green_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5290. };
  5291. class macro_new_uniform_skin_class(501_utc,03): macro_new_uniform_skin_class(501_inf,recruit)
  5292. {
  5293. author = "RD501";
  5294. scope = 2;
  5295. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5296. nakedUniform = "U_BasicBody";
  5297. hiddenSelections[] = {"Camo1","Camo2"};
  5298. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_indigo_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5299. };
  5300. class macro_new_uniform_skin_class(501_utc,04): macro_new_uniform_skin_class(501_inf,recruit)
  5301. {
  5302. author = "RD501";
  5303. scope = 2;
  5304. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5305. nakedUniform = "U_BasicBody";
  5306. hiddenSelections[] = {"Camo1","Camo2"};
  5307. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_orange_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5308. };
  5309. class macro_new_uniform_skin_class(501_utc,05): macro_new_uniform_skin_class(501_inf,recruit)
  5310. {
  5311. author = "RD501";
  5312. scope = 2;
  5313. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5314. nakedUniform = "U_BasicBody";
  5315. hiddenSelections[] = {"Camo1","Camo2"};
  5316. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_pink_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5317. };
  5318. class macro_new_uniform_skin_class(501_utc,06): macro_new_uniform_skin_class(501_inf,recruit)
  5319. {
  5320. author = "RD501";
  5321. scope = 2;
  5322. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5323. nakedUniform = "U_BasicBody";
  5324. hiddenSelections[] = {"Camo1","Camo2"};
  5325. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_red_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5326. };
  5327. class macro_new_uniform_skin_class(501_utc,07): macro_new_uniform_skin_class(501_inf,recruit)
  5328. {
  5329. author = "RD501";
  5330. scope = 2;
  5331. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5332. nakedUniform = "U_BasicBody";
  5333. hiddenSelections[] = {"Camo1","Camo2"};
  5334. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_violet_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5335. };
  5336. class macro_new_uniform_skin_class(501_utc,08): macro_new_uniform_skin_class(501_inf,recruit)
  5337. {
  5338. author = "RD501";
  5339. scope = 2;
  5340. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5341. nakedUniform = "U_BasicBody";
  5342. hiddenSelections[] = {"Camo1","Camo2"};
  5343. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_yellow_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5344. };
  5345. };
  5346. // class SCI_B_Clone_F :B_Soldier_base_F
  5347. // {
  5348. // class HitPoints : HitPoints
  5349. // {
  5350. // class HitAbdomen:HitAbdomen
  5351. // {
  5352. // armor = 16;
  5353. // passThrough = 0.6;
  5354. // };
  5355. // class HitArms:HitArms
  5356. // {
  5357. // armor = 16;
  5358. // passThrough = 0.6;
  5359. // };
  5360. // class HitBody:HitBody
  5361. // {
  5362. // armor = 32;
  5363. // passThrough = 0.6;
  5364. // };
  5365. // class HitChest:HitChest
  5366. // {
  5367. // armor = 32;
  5368. // passThrough = 0.6;
  5369. // };
  5370. // class HitDiaphragm:HitDiaphragm
  5371. // {
  5372. // armor = 32;
  5373. // passThrough = 0.6;
  5374. // };
  5375. // class HitNeck:HitNeck
  5376. // {
  5377. // armor = 8;
  5378. // passThrough = 0.6;
  5379. // };
  5380. // class HitPelvis:HitPelvis
  5381. // {
  5382. // armor = 16;
  5383. // passThrough = 0.6;
  5384. // };
  5385. // };
  5386. // };
  5387. };