config.cpp 155 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 "_other_armor.hpp"
  36. #include "_headwear.hpp"
  37. class JLTS_clone_comlink;
  38. class rd501_JLTS_clone_comlink: JLTS_clone_comlink
  39. {
  40. tf_range=5000;
  41. displayName="[501st] Clone Comlink";
  42. };
  43. class JLTS_Clone_ARC_backpack;
  44. class rd501_JLTS_ARC_backpack_noLR : JLTS_Clone_ARC_backpack
  45. {
  46. f_hasLRradio = 0;
  47. displayName = "[501st] ARC Backpack no LR";
  48. };
  49. //chest
  50. class macro_new_vest_class(blufor,purge_vest): V_RebreatherB
  51. {
  52. author = "RD501";
  53. scope = 2;
  54. side = 3;
  55. displayName = "Clone Purgetrooper Armor";
  56. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  57. model = "\SWOP_clones\armor\cloneArmor.p3d";
  58. hiddenSelections[] = {"Camo1"};
  59. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  60. class ItemInfo: VestItem
  61. {
  62. uniformModel = "\SWOP_clones\armor\cloneArmor.p3d";
  63. modelsides[] = {6};
  64. macro_rebreather_armor_stuff
  65. hiddenSelections[] = {"Camo1"};
  66. macro_clone_armor_hitpoints
  67. };
  68. };
  69. class macro_new_vest_class(blufor,gold_boi): V_RebreatherB
  70. {
  71. author = "RD501";
  72. scope = 2;
  73. side = 3;
  74. displayName = "Clone Goldilocks";
  75. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  76. model = "\SWOP_clones\armor\cloneArmor.p3d";
  77. hiddenSelections[] = {"Camo1"};
  78. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge_chest.paa};
  79. hiddenSelectionsMaterials[]=
  80. {
  81. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  82. };
  83. class ItemInfo: VestItem
  84. {
  85. uniformModel = "\SWOP_clones\armor\cloneArmor.p3d";
  86. modelsides[] = {6};
  87. macro_rebreather_armor_stuff
  88. hiddenSelections[] = {"Camo1"};
  89. macro_clone_armor_hitpoints
  90. };
  91. };
  92. class macro_new_vest_class(blufor,krayt_vest):V_RebreatherB
  93. {
  94. author = "RD501";
  95. scope = 2;
  96. side = 3;
  97. displayName = "Clone Pilot - 'Krayt'";
  98. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  99. model = "\SWOP_clones\armor\cloneArmorRecon.p3d";
  100. hiddenSelections[] = {"Camo1", "Camo2"};
  101. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\vest_krayt.paa, TEXTUREPATH\Republic\clones\krayt\krayt_spec.paa};
  102. class ItemInfo: VestItem
  103. {
  104. uniformModel = "\SWOP_clones\armor\cloneArmorRecon.p3d";
  105. modelsides[] = {6};
  106. hiddenSelections[] = {"Camo1", "Camo2"};
  107. macro_rebreather_armor_stuff
  108. class HitpointsProtectionInfo
  109. {
  110. class Diaphragm
  111. {
  112. hitpointName = "HitDiaphragm";
  113. armor = 7500;
  114. passThrough = 0.4;
  115. };
  116. class Chest
  117. {
  118. hitpointName = "HitChest";
  119. armor = 7000;
  120. passThrough = 0.4;
  121. };
  122. class Abdomen
  123. {
  124. hitpointName = "HitAbdomen";
  125. armor = 5000;
  126. passThrough = 0.4;
  127. };
  128. class Pelvis
  129. {
  130. hitpointName = "HitPelvis";
  131. armor = 6700;
  132. passThrough = 0.4;
  133. };
  134. class Neck
  135. {
  136. hitpointName = "HitNeck";
  137. armor = 1000;
  138. passThrough = 0.2;
  139. };
  140. class Arms
  141. {
  142. hitpointName = "HitArms";
  143. armor = 4000;
  144. passThrough = 0.2;
  145. };
  146. class Body
  147. {
  148. armor = 4000;
  149. hitpointName = "HitBody";
  150. passThrough = 0.4;
  151. };
  152. };
  153. };
  154. };
  155. class macro_new_vest_class(blufor,krayt_vest2):macro_new_vest_class(blufor,krayt_vest)
  156. {
  157. model = "\SWOP_clones\armor\cloneArmorAir.p3d";
  158. displayName = "Clone Pilot - 'AirKrayt'";
  159. class ItemInfo: ItemInfo
  160. {
  161. uniformModel = "\SWOP_clones\armor\cloneArmorAir.p3d";
  162. };
  163. };
  164. class macro_new_vest_class(501_inf,acc_9):V_RebreatherB
  165. {
  166. author = "RD501";
  167. scope = 2;
  168. side = 3;
  169. displayName = "[501st] INF ACC 09 (First Lt.)";
  170. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  171. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  172. hiddenSelections[] = {"Camo1"};
  173. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa};
  174. hiddenSelectionsMaterials[]=
  175. {
  176. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  177. };
  178. class ItemInfo: VestItem
  179. {
  180. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  181. modelsides[] = {6};
  182. hiddenSelections[] = {"Camo1"};
  183. macro_rebreather_armor_stuff
  184. containerClass="Supply100";
  185. hiddenSelectionsMaterials[]=
  186. {
  187. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  188. };
  189. class HitpointsProtectionInfo
  190. {
  191. class Diaphragm
  192. {
  193. hitpointName = "HitDiaphragm";
  194. armor = 7500;
  195. passThrough = 0.4;
  196. };
  197. class Chest
  198. {
  199. hitpointName = "HitChest";
  200. armor = 7000;
  201. passThrough = 0.4;
  202. };
  203. class Abdomen
  204. {
  205. hitpointName = "HitAbdomen";
  206. armor = 5000;
  207. passThrough = 0.4;
  208. };
  209. class Pelvis
  210. {
  211. hitpointName = "HitPelvis";
  212. armor = 6700;
  213. passThrough = 0.4;
  214. };
  215. class Neck
  216. {
  217. hitpointName = "HitNeck";
  218. armor = 1000;
  219. passThrough = 0.2;
  220. };
  221. class Arms
  222. {
  223. hitpointName = "HitArms";
  224. armor = 4000;
  225. passThrough = 0.2;
  226. };
  227. class Body
  228. {
  229. armor = 4000;
  230. hitpointName = "HitBody";
  231. passThrough = 0.4;
  232. };
  233. };
  234. };
  235. };
  236. class macro_new_vest_class(501_inf,acc_9_v2): macro_new_vest_class(501_inf,acc_9)
  237. {
  238. displayName = "[501st] INF ACC 09 (First Lt. V2)";
  239. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  240. class ItemInfo: ItemInfo
  241. {
  242. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  243. };
  244. };
  245. class macro_new_vest_class(501_inf,acc_8): macro_new_vest_class(501_inf,acc_9)
  246. {
  247. displayName = "[501st] INF ACC 08 (Second Lt.)";
  248. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  249. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  250. hiddenSelections[] = {"Camo1"};
  251. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\2nd_lt_pauldron.paa};
  252. class ItemInfo: ItemInfo
  253. {
  254. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  255. containerClass="Supply100";
  256. hiddenSelections[]=
  257. {
  258. "camo1"
  259. };
  260. };
  261. };
  262. class macro_new_vest_class(501_inf,acc_8_v2): macro_new_vest_class(501_inf,acc_8)
  263. {
  264. displayName = "[501st] INF ACC 08 (Second Lt. V2)";
  265. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  266. class ItemInfo: ItemInfo
  267. {
  268. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  269. };
  270. };
  271. class macro_new_vest_class(501_inf,acc_12): macro_new_vest_class(501_inf,acc_9)
  272. {
  273. displayName = "[501st] INF ACC 06 (Sgt. Major)"
  274. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  275. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  276. hiddenSelections[] = {"Camo1"};
  277. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sgtmajor_pauldron.paa};
  278. class ItemInfo: ItemInfo
  279. {
  280. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  281. containerClass="Supply100";
  282. hiddenSelections[]=
  283. {
  284. "camo1"
  285. };
  286. };
  287. };
  288. class macro_new_vest_class(501_inf,acc_12_v2): macro_new_vest_class(501_inf,acc_12)
  289. {
  290. displayName = "[501st] INF ACC 06 (Sgt. Major V2)"
  291. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  292. class ItemInfo: ItemInfo
  293. {
  294. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  295. };
  296. };
  297. class macro_new_vest_class(501_inf,acc_6): macro_new_vest_class(501_inf,acc_9)
  298. {
  299. displayName = "[501st] INF ACC 06 (Sgt. Major (C))";
  300. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  301. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  302. hiddenSelections[] = {"Camo1"};
  303. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\comp_ncoic_pauldron.paa};
  304. class ItemInfo: ItemInfo
  305. {
  306. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  307. containerClass="Supply100";
  308. hiddenSelections[]=
  309. {
  310. "camo1"
  311. };
  312. };
  313. };
  314. class macro_new_vest_class(501_inf,acc_6_v2): macro_new_vest_class(501_inf,acc_6)
  315. {
  316. displayName = "[501st] INF ACC 06 (Sgt. Major (C) V2)";
  317. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  318. class ItemInfo: ItemInfo
  319. {
  320. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  321. };
  322. };
  323. class macro_new_vest_class(501_inf,acc_7): macro_new_vest_class(501_inf,acc_9)
  324. {
  325. displayName = "[501st] INF ACC 07 (Sgt. Major (B))";
  326. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  327. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  328. hiddenSelections[] = {"Camo1"};
  329. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_ncoic_pauldron.paa};
  330. class ItemInfo: ItemInfo
  331. {
  332. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  333. containerClass="Supply100";
  334. hiddenSelections[]=
  335. {
  336. "camo1"
  337. };
  338. };
  339. };
  340. class macro_new_vest_class(501_inf,acc_7_v2): macro_new_vest_class(501_inf,acc_7)
  341. {
  342. displayName = "[501st] INF ACC 07 (Sgt. Major (B) V2)";
  343. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  344. class ItemInfo: ItemInfo
  345. {
  346. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  347. };
  348. };
  349. class macro_new_vest_class(501_inf,acc_10): macro_new_vest_class(501_inf,acc_9)
  350. {
  351. displayName = "[501st] INF ACC 10 (Captain)";
  352. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  353. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  354. hiddenSelections[] = {"Camo1"};
  355. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\cpt_pauldron.paa};
  356. class ItemInfo: ItemInfo
  357. {
  358. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  359. containerClass="Supply100";
  360. hiddenSelections[]=
  361. {
  362. "camo1"
  363. };
  364. };
  365. };
  366. class macro_new_vest_class(501_inf,acc_10_v2): macro_new_vest_class(501_inf,acc_10)
  367. {
  368. displayName = "[501st] INF ACC 10 (Captain V2)";
  369. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  370. class ItemInfo: ItemInfo
  371. {
  372. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  373. };
  374. };
  375. class macro_new_vest_class(501_inf,acc_11): macro_new_vest_class(501_inf,acc_9)
  376. {
  377. displayName = "[501st] INF ACC 11 (Major)";
  378. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  379. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  380. hiddenSelections[] = {"Camo1"};
  381. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\maj_pauldron.paa};
  382. class ItemInfo: ItemInfo
  383. {
  384. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  385. containerClass="Supply100";
  386. hiddenSelections[]=
  387. {
  388. "camo1"
  389. };
  390. };
  391. };
  392. class macro_new_vest_class(501_inf,acc_11_v2): macro_new_vest_class(501_inf,acc_11)
  393. {
  394. displayName = "[501st] INF ACC 11 (Major V2)";
  395. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  396. class ItemInfo: ItemInfo
  397. {
  398. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  399. };
  400. };
  401. class macro_new_vest_class(501_inf,acc_3): macro_new_vest_class(501_inf,acc_9)
  402. {
  403. displayName = "[501st] INF ACC 03 (Sr. Corporal)";
  404. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  405. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  406. hiddenSelections[] = {"camo2"};
  407. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  408. hiddenSelectionsMaterials[]=
  409. {
  410. };
  411. class ItemInfo: ItemInfo
  412. {
  413. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  414. containerClass="Supply100";
  415. hiddenSelections[]=
  416. {
  417. "camo2"
  418. };
  419. };
  420. };
  421. class macro_new_vest_class(501_inf,acc_3_b): macro_new_vest_class(501_inf,acc_9)
  422. {
  423. displayName = "[501st] INF ACC 03 Medic (Sr. Corporal)";
  424. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  425. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  426. hiddenSelections[] = {"camo2"};
  427. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\inf_medic_nco.paa};
  428. hiddenSelectionsMaterials[]=
  429. {
  430. };
  431. class ItemInfo: ItemInfo
  432. {
  433. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  434. containerClass="Supply100";
  435. hiddenSelections[]=
  436. {
  437. "camo2"
  438. };
  439. };
  440. };
  441. class macro_new_vest_class(501_inf,acc_3_c): macro_new_vest_class(501_inf,acc_9)
  442. {
  443. displayName = "[501st] INF ACC 03 RTO (Sr. Corporal)";
  444. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  445. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  446. hiddenSelections[] = {"camo2"};
  447. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\inf_rto_nco.paa};
  448. hiddenSelectionsMaterials[]=
  449. {
  450. };
  451. class ItemInfo: ItemInfo
  452. {
  453. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  454. containerClass="Supply100";
  455. hiddenSelections[]=
  456. {
  457. "camo2"
  458. };
  459. };
  460. };
  461. class macro_new_vest_class(501_inf,acc_1): macro_new_vest_class(501_inf,acc_9)
  462. {
  463. displayName = "[501st] INF ACC 01 A (Vet. Trooper)";
  464. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  465. model = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  466. hiddenSelections[] = {"Camo1"};
  467. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  468. hiddenSelectionsMaterials[]=
  469. {
  470. };
  471. class ItemInfo: ItemInfo
  472. {
  473. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  474. containerClass="Supply100";
  475. hiddenSelectionsMaterials[]=
  476. {
  477. };
  478. };
  479. };
  480. class macro_new_vest_class(501_inf,acc_1_b): macro_new_vest_class(501_inf,acc_9)
  481. {
  482. displayName = "[501st] INF ACC 01 B (Vet. Trooper)";
  483. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  484. model = "\MRC\JLTS\characters\CloneArmor\CloneVestSuspender.p3d";
  485. hiddenSelections[]=
  486. {
  487. "camo1"
  488. };
  489. hiddenSelectionsTextures[]=
  490. {
  491. "\MRC\JLTS\characters\CloneArmor\data\Clone_vest_suspender_co.paa"
  492. };
  493. class ItemInfo: ItemInfo
  494. {
  495. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestSuspender.p3d";
  496. containerClass="Supply100";
  497. hiddenSelectionsMaterials[]=
  498. {
  499. };
  500. };
  501. };
  502. class JLTS_CloneVestAirborne;
  503. class macro_new_vest_class(501_inf,acc_1_c): macro_new_vest_class(501_inf,acc_9)
  504. {
  505. displayName = "[501st] INF ACC 01 C (Vet. Trooper)";
  506. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  507. model = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  508. hiddenSelections[]=
  509. {
  510. "camo1",
  511. "camo2"
  512. };
  513. hiddenSelectionsTextures[] =
  514. {
  515. "",
  516. TEXTUREPATH\Republic\clones\Infantry\acc\trooper_heavy_acc.paa
  517. };
  518. hiddenSelectionsMaterials[]=
  519. {
  520. };
  521. class ItemInfo: ItemInfo
  522. {
  523. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  524. containerClass="Supply100";
  525. hiddenSelections[]=
  526. {
  527. "camo1",
  528. "camo2"
  529. };
  530. };
  531. };
  532. class macro_new_vest_class(501_inf,acc_1_c_medic): macro_new_vest_class(501_inf,acc_9)
  533. {
  534. displayName = "[501st] INF ACC 01 C (Vet. Trooper Medic)";
  535. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  536. model = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  537. hiddenSelections[]=
  538. {
  539. "camo1",
  540. "camo2"
  541. };
  542. hiddenSelectionsTextures[] = {"",TEXTUREPATH\Republic\clones\Infantry\acc\medic_heavy_acc.paa};
  543. hiddenSelectionsMaterials[]=
  544. {
  545. };
  546. class ItemInfo: ItemInfo
  547. {
  548. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  549. containerClass="Supply100";
  550. hiddenSelections[]=
  551. {
  552. "camo1",
  553. "camo2"
  554. };
  555. };
  556. };
  557. class macro_new_vest_class(501_inf,acc_1_c_rto): macro_new_vest_class(501_inf,acc_9)
  558. {
  559. displayName = "[501st] INF ACC 01 C (Vet. Trooper RTO)";
  560. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  561. model = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  562. hiddenSelections[]=
  563. {
  564. "camo1",
  565. "camo2"
  566. };
  567. hiddenSelectionsTextures[] = {"",TEXTUREPATH\Republic\clones\Infantry\acc\rto_heavy_acc.paa};
  568. hiddenSelectionsMaterials[]=
  569. {
  570. };
  571. class ItemInfo: ItemInfo
  572. {
  573. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  574. containerClass="Supply100";
  575. hiddenSelections[]=
  576. {
  577. "camo1",
  578. "camo2"
  579. };
  580. };
  581. };
  582. class macro_new_vest_class(501_inf,acc_2): macro_new_vest_class(501_inf,acc_9)
  583. {
  584. displayName = "[501st] INF ACC 02 (Corporal)";
  585. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  586. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  587. hiddenSelections[] = {"Camo1"};
  588. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  589. hiddenSelectionsMaterials[]=
  590. {
  591. };
  592. class ItemInfo: ItemInfo
  593. {
  594. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  595. containerClass="Supply100";
  596. hiddenSelectionsMaterials[]=
  597. {
  598. };
  599. };
  600. };
  601. class macro_new_vest_class(501_inf,acc_4): macro_new_vest_class(501_inf,acc_9)
  602. {
  603. displayName = "[501st] INF ACC 04 (Sergeant)";
  604. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  605. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  606. hiddenSelections[] = {"Camo1","camo2"};
  607. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa", "MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  608. hiddenSelectionsMaterials[]=
  609. {
  610. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  611. ""
  612. };
  613. class ItemInfo: ItemInfo
  614. {
  615. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  616. containerClass="Supply100";
  617. hiddenSelectionsMaterials[]=
  618. {
  619. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  620. ""
  621. };
  622. };
  623. };
  624. class macro_new_vest_class(501_inf,acc_5): macro_new_vest_class(501_inf,acc_9)
  625. {
  626. displayName = "[501st] INF ACC 05 (Sr. Sergeant)";
  627. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  628. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  629. hiddenSelections[] = {"Camo1","camo2"};
  630. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa, TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  631. hiddenSelectionsMaterials[]=
  632. {
  633. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  634. ""
  635. };
  636. class ItemInfo: ItemInfo
  637. {
  638. hiddenSelections[]= {"camo1","camo2"};
  639. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  640. containerClass="Supply100";
  641. hiddenSelectionsMaterials[]=
  642. {
  643. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  644. ""
  645. };
  646. };
  647. };
  648. class macro_new_vest_class(501_inf,acc_r1): macro_new_vest_class(501_inf,acc_9)
  649. {
  650. displayName = "[501st] INF ACC RTO (NCO)";
  651. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  652. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  653. hiddenSelections[] = {"Camo1"};
  654. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_rto_pauldron.paa};
  655. hiddenSelectionsMaterials[]=
  656. {
  657. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  658. };
  659. class ItemInfo: ItemInfo
  660. {
  661. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  662. containerClass="Supply100";
  663. hiddenSelections[]=
  664. {
  665. "camo1"
  666. };
  667. hiddenSelectionsMaterials[]=
  668. {
  669. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  670. };
  671. };
  672. };
  673. class macro_new_vest_class(501_inf,acc_r1_v2): macro_new_vest_class(501_inf,acc_r1)
  674. {
  675. displayName = "[501st] INF ACC RTO (NCO) V2";
  676. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  677. class ItemInfo: ItemInfo
  678. {
  679. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  680. };
  681. };
  682. class macro_new_vest_class(501_inf,acc_m1): macro_new_vest_class(501_inf,acc_9)
  683. {
  684. displayName = "[501st] INF ACC Medic (NCO)";
  685. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  686. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  687. hiddenSelections[] = {"Camo1"};
  688. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_medic_pauldron.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_inf,acc_m1_v2): macro_new_vest_class(501_inf,acc_m1)
  708. {
  709. displayName = "[501st] INF ACC Medic (NCO) 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. //
  717. class macro_new_vest_class(501_ab,acc_1): macro_new_vest_class(501_inf,acc_9)
  718. {
  719. displayName = "[501st] AB ACC 01 (Cadet)";
  720. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  721. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  722. hiddenSelections[] = {"Camo1","Camo2"};
  723. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_cadet_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  724. hiddenSelectionsMaterials[]=
  725. {
  726. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  727. ""
  728. };
  729. class ItemInfo: ItemInfo
  730. {
  731. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  732. containerClass="Supply100";
  733. hiddenSelections[]=
  734. {
  735. "camo1",
  736. "camo2"
  737. };
  738. hiddenSelectionsMaterials[]=
  739. {
  740. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  741. ""
  742. };
  743. };
  744. };
  745. class macro_new_vest_class(501_ab,acc_2): macro_new_vest_class(501_inf,acc_9)
  746. {
  747. displayName = "[501st] AB ACC 02 (Trooper)";
  748. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  749. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  750. hiddenSelections[] = {"Camo1","Camo2"};
  751. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  752. hiddenSelectionsMaterials[]=
  753. {
  754. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  755. ""
  756. };
  757. class ItemInfo: ItemInfo
  758. {
  759. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  760. containerClass="Supply100";
  761. hiddenSelections[]=
  762. {
  763. "camo1",
  764. "camo2"
  765. };
  766. hiddenSelectionsMaterials[]=
  767. {
  768. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  769. ""
  770. };
  771. };
  772. };
  773. class macro_new_vest_class(501_ab,acc_3): macro_new_vest_class(501_inf,acc_9)
  774. {
  775. displayName = "[501st] AB ACC 03 (Corporal)";
  776. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  777. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  778. hiddenSelections[] = {"Camo1","Camo2"};
  779. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  780. hiddenSelectionsMaterials[]=
  781. {
  782. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  783. ""
  784. };
  785. class ItemInfo: ItemInfo
  786. {
  787. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  788. containerClass="Supply100";
  789. hiddenSelections[]=
  790. {
  791. "camo1",
  792. "camo2"
  793. };
  794. hiddenSelectionsMaterials[]=
  795. {
  796. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  797. ""
  798. };
  799. };
  800. };
  801. class macro_new_vest_class(501_ab,acc_4): macro_new_vest_class(501_inf,acc_9)
  802. {
  803. displayName = "[501st] AB ACC 04 (Sergeant)";
  804. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  805. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  806. hiddenSelections[] = {"Camo1","Camo2"};
  807. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\heavy_accessories_co.paa};
  808. hiddenSelectionsMaterials[]=
  809. {
  810. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  811. ""
  812. };
  813. class ItemInfo: ItemInfo
  814. {
  815. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  816. containerClass="Supply100";
  817. hiddenSelections[]=
  818. {
  819. "camo1",
  820. "camo2"
  821. };
  822. hiddenSelectionsMaterials[]=
  823. {
  824. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  825. ""
  826. };
  827. };
  828. };
  829. class macro_new_vest_class(501_ab,acc_5): macro_new_vest_class(501_inf,acc_9)
  830. {
  831. displayName = "[501st] AB ACC 05 (Sgt. Major)";
  832. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  833. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  834. hiddenSelections[] = {"Camo1"};
  835. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc4_acc.paa};
  836. hiddenSelectionsMaterials[]=
  837. {
  838. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  839. };
  840. class ItemInfo: ItemInfo
  841. {
  842. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  843. containerClass="Supply100";
  844. hiddenSelections[]=
  845. {
  846. "camo1"
  847. };
  848. hiddenSelectionsMaterials[]=
  849. {
  850. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  851. };
  852. };
  853. };
  854. class macro_new_vest_class(501_ab,acc_5_v2): macro_new_vest_class(501_ab,acc_5)
  855. {
  856. displayName = "[501st] AB ACC 05 (Sgt. Major V2)";
  857. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  858. class ItemInfo: ItemInfo
  859. {
  860. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  861. };
  862. };
  863. class macro_new_vest_class(501_ab,acc_13): macro_new_vest_class(501_inf,acc_9)
  864. {
  865. displayName = "[501st] AB ACC 06 (NCOIC)";
  866. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  867. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  868. hiddenSelections[] = {"Camo1"};
  869. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ncoic_acc.paa};
  870. hiddenSelectionsMaterials[]=
  871. {
  872. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  873. };
  874. class ItemInfo: ItemInfo
  875. {
  876. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  877. containerClass="Supply100";
  878. hiddenSelections[]=
  879. {
  880. "camo1"
  881. };
  882. hiddenSelectionsMaterials[]=
  883. {
  884. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  885. };
  886. };
  887. };
  888. class macro_new_vest_class(501_ab,acc_13_v2): macro_new_vest_class(501_ab,acc_13)
  889. {
  890. displayName = "[501st] AB ACC 06 (NCOIC V2)";
  891. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  892. class ItemInfo: ItemInfo
  893. {
  894. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  895. };
  896. };
  897. class macro_new_vest_class(501_ab,acc_6): macro_new_vest_class(501_inf,acc_9)
  898. {
  899. displayName = "[501st] AB ACC 07 (Second Lt.)";
  900. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  901. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  902. hiddenSelections[] = {"Camo1"};
  903. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc3_acc.paa};
  904. hiddenSelectionsMaterials[]=
  905. {
  906. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  907. };
  908. class ItemInfo: ItemInfo
  909. {
  910. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  911. containerClass="Supply100";
  912. hiddenSelections[]=
  913. {
  914. "camo1"
  915. };
  916. hiddenSelectionsMaterials[]=
  917. {
  918. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  919. };
  920. };
  921. };
  922. class macro_new_vest_class(501_ab,acc_6_v2): macro_new_vest_class(501_ab,acc_6)
  923. {
  924. displayName = "[501st] AB ACC 07 (Second Lt. V2)";
  925. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  926. class ItemInfo: ItemInfo
  927. {
  928. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  929. };
  930. };
  931. class macro_new_vest_class(501_ab,acc_7): macro_new_vest_class(501_inf,acc_9)
  932. {
  933. displayName = "[501st] AB ACC 08 (First Lt.)";
  934. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  935. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  936. hiddenSelections[] = {"Camo1"};
  937. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc2_acc.paa};
  938. hiddenSelectionsMaterials[]=
  939. {
  940. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  941. };
  942. class ItemInfo: ItemInfo
  943. {
  944. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  945. containerClass="Supply100";
  946. hiddenSelections[]=
  947. {
  948. "camo1"
  949. };
  950. hiddenSelectionsMaterials[]=
  951. {
  952. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  953. };
  954. };
  955. };
  956. class macro_new_vest_class(501_ab,acc_7_v2): macro_new_vest_class(501_ab,acc_7)
  957. {
  958. displayName = "[501st] AB ACC 08 (First Lt. V2)";
  959. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  960. class ItemInfo: ItemInfo
  961. {
  962. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  963. };
  964. };
  965. class macro_new_vest_class(501_ab,acc_8): macro_new_vest_class(501_inf,acc_9)
  966. {
  967. displayName = "[501st] AB ACC 09 (Captain)";
  968. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  969. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  970. hiddenSelections[] = {"Camo1"};
  971. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc1_acc.paa};
  972. hiddenSelectionsMaterials[]=
  973. {
  974. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  975. };
  976. class ItemInfo: ItemInfo
  977. {
  978. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  979. containerClass="Supply100";
  980. hiddenSelections[]=
  981. {
  982. "camo1"
  983. };
  984. hiddenSelectionsMaterials[]=
  985. {
  986. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  987. };
  988. };
  989. };
  990. class macro_new_vest_class(501_ab,acc_8_v2): macro_new_vest_class(501_ab,acc_8)
  991. {
  992. displayName = "[501st] AB ACC 09 (Captain V2)";
  993. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  994. class ItemInfo: ItemInfo
  995. {
  996. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  997. };
  998. };
  999. class macro_new_vest_class(501_ab,acc_9): macro_new_vest_class(501_inf,acc_9)
  1000. {
  1001. displayName = "[501st] AB RTO ACC 01 (Corporal)";
  1002. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1003. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  1004. hiddenSelections[] = {"Camo1","Camo2"};
  1005. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc1.paa};
  1006. hiddenSelectionsMaterials[]=
  1007. {
  1008. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1009. ""
  1010. };
  1011. class ItemInfo: ItemInfo
  1012. {
  1013. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  1014. containerClass="Supply100";
  1015. hiddenSelections[]=
  1016. {
  1017. "camo1",
  1018. "camo2"
  1019. };
  1020. hiddenSelectionsMaterials[]=
  1021. {
  1022. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1023. ""
  1024. };
  1025. };
  1026. };
  1027. class macro_new_vest_class(501_ab,acc_10): macro_new_vest_class(501_inf,acc_9)
  1028. {
  1029. displayName = "[501st] AB MED ACC 01 (Corporal)";
  1030. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1031. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  1032. hiddenSelections[] = {"Camo1","Camo2"};
  1033. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc1.paa};
  1034. hiddenSelectionsMaterials[]=
  1035. {
  1036. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1037. ""
  1038. };
  1039. class ItemInfo: ItemInfo
  1040. {
  1041. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  1042. containerClass="Supply100";
  1043. hiddenSelections[]=
  1044. {
  1045. "camo1",
  1046. "camo2"
  1047. };
  1048. hiddenSelectionsMaterials[]=
  1049. {
  1050. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1051. ""
  1052. };
  1053. };
  1054. };
  1055. class macro_new_vest_class(501_ab,acc_11): macro_new_vest_class(501_inf,acc_9)
  1056. {
  1057. displayName = "[501st] AB RTO ACC 02 (Sergeant)";
  1058. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1059. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  1060. hiddenSelections[] = {"Camo1","Camo2"};
  1061. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc.paa};
  1062. hiddenSelectionsMaterials[]=
  1063. {
  1064. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1065. ""
  1066. };
  1067. class ItemInfo: ItemInfo
  1068. {
  1069. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  1070. containerClass="Supply100";
  1071. hiddenSelections[]=
  1072. {
  1073. "camo1",
  1074. "camo2"
  1075. };
  1076. hiddenSelectionsMaterials[]=
  1077. {
  1078. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1079. ""
  1080. };
  1081. };
  1082. };
  1083. class macro_new_vest_class(501_ab,acc_12): macro_new_vest_class(501_inf,acc_9)
  1084. {
  1085. displayName = "[501st] AB MED ACC 02 (Sergeant)";
  1086. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1087. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  1088. hiddenSelections[] = {"Camo1","Camo2"};
  1089. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc.paa};
  1090. hiddenSelectionsMaterials[]=
  1091. {
  1092. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1093. ""
  1094. };
  1095. class ItemInfo: ItemInfo
  1096. {
  1097. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  1098. containerClass="Supply100";
  1099. hiddenSelections[]=
  1100. {
  1101. "camo1",
  1102. "camo2"
  1103. };
  1104. hiddenSelectionsMaterials[]=
  1105. {
  1106. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1107. ""
  1108. };
  1109. };
  1110. };
  1111. //
  1112. class macro_new_vest_class(501_avi,acc_1): macro_new_vest_class(501_inf,acc_9)
  1113. {
  1114. displayName = "[501st] AVI ACC 01 (Flight Officer)";
  1115. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1116. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  1117. hiddenSelections[] = {"Camo1"};
  1118. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  1119. hiddenSelectionsMaterials[]=
  1120. {
  1121. };
  1122. class ItemInfo: ItemInfo
  1123. {
  1124. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  1125. containerClass="Supply100";
  1126. hiddenSelections[]=
  1127. {
  1128. "camo1"
  1129. };
  1130. hiddenSelectionsMaterials[]=
  1131. {
  1132. };
  1133. };
  1134. };
  1135. class macro_new_vest_class(501_avi,acc_2): macro_new_vest_class(501_inf,acc_9)
  1136. {
  1137. displayName = "[501st] AVI ACC 02 (Jr. Lieutenant)";
  1138. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1139. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  1140. hiddenSelections[] = {"Camo1","Camo2"};
  1141. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa","MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  1142. hiddenSelectionsMaterials[]=
  1143. {
  1144. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1145. ""
  1146. };
  1147. class ItemInfo: ItemInfo
  1148. {
  1149. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  1150. containerClass="Supply100";
  1151. hiddenSelections[]=
  1152. {
  1153. "camo1",
  1154. "camo2"
  1155. };
  1156. hiddenSelectionsMaterials[]=
  1157. {
  1158. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1159. ""
  1160. };
  1161. };
  1162. };
  1163. class macro_new_vest_class(501_avi,acc_3): macro_new_vest_class(501_inf,acc_9)
  1164. {
  1165. displayName = "[501st] AVI ACC 03 (Second Lieutenant)";
  1166. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1167. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1168. hiddenSelections[] = {"Camo1"};
  1169. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx1_acc.paa};
  1170. hiddenSelectionsMaterials[]=
  1171. {
  1172. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1173. };
  1174. class ItemInfo: ItemInfo
  1175. {
  1176. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1177. containerClass="Supply100";
  1178. hiddenSelections[]=
  1179. {
  1180. "camo1"
  1181. };
  1182. hiddenSelectionsMaterials[]=
  1183. {
  1184. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1185. };
  1186. };
  1187. };
  1188. class macro_new_vest_class(501_avi,acc_3_v2): macro_new_vest_class(501_avi,acc_3)
  1189. {
  1190. displayName = "[501st] AVI ACC 03 (Second Lieutenant) V2";
  1191. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1192. class ItemInfo: ItemInfo
  1193. {
  1194. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1195. };
  1196. };
  1197. class macro_new_vest_class(501_avi,acc_4): macro_new_vest_class(501_inf,acc_9)
  1198. {
  1199. displayName = "[501st] AVI ACC 04 (First Lieutenant)";
  1200. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1201. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1202. hiddenSelections[] = {"Camo1"};
  1203. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx2_acc.paa};
  1204. hiddenSelectionsMaterials[]=
  1205. {
  1206. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1207. };
  1208. class ItemInfo: ItemInfo
  1209. {
  1210. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1211. containerClass="Supply100";
  1212. hiddenSelections[]=
  1213. {
  1214. "camo1"
  1215. };
  1216. hiddenSelectionsMaterials[]=
  1217. {
  1218. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1219. };
  1220. };
  1221. };
  1222. class macro_new_vest_class(501_avi,acc_4_v2): macro_new_vest_class(501_avi,acc_4)
  1223. {
  1224. displayName = "[501st] AVI ACC 04 (First Lieutenant) V2";
  1225. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1226. class ItemInfo: ItemInfo
  1227. {
  1228. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1229. };
  1230. };
  1231. class macro_new_vest_class(501_avi,acc_5): macro_new_vest_class(501_inf,acc_9)
  1232. {
  1233. displayName = "[501st] AVI ACC 05 (Captain)";
  1234. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1235. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1236. hiddenSelections[] = {"Camo1"};
  1237. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx_acc.paa};
  1238. hiddenSelectionsMaterials[]=
  1239. {
  1240. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1241. };
  1242. class ItemInfo: ItemInfo
  1243. {
  1244. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1245. containerClass="Supply100";
  1246. hiddenSelections[]=
  1247. {
  1248. "camo1"
  1249. };
  1250. hiddenSelectionsMaterials[]=
  1251. {
  1252. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1253. };
  1254. };
  1255. };
  1256. class macro_new_vest_class(501_avi,acc_5_v2): macro_new_vest_class(501_avi,acc_5)
  1257. {
  1258. displayName = "[501st] AVI ACC 05 (Captain) V2";
  1259. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1260. class ItemInfo: ItemInfo
  1261. {
  1262. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1263. };
  1264. };
  1265. //
  1266. class macro_new_vest_class(501_arc,acc_1): macro_new_vest_class(501_inf,acc_9)
  1267. {
  1268. displayname = "[501st] ARC ACC 01"
  1269. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1270. model="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1271. hiddenSelections[] = {"Camo1"};
  1272. hiddenSelectionsTextures[] = {MRC\JLTS\characters\CloneArmor\data\Clone_vest_arc_co.paa};
  1273. hiddenSelectionsMaterials[]=
  1274. {
  1275. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1276. };
  1277. class ItemInfo: ItemInfo
  1278. {
  1279. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1280. containerClass="Supply100";
  1281. hiddenSelections[]=
  1282. {
  1283. "camo1"
  1284. };
  1285. hiddenSelectionsMaterials[]=
  1286. {
  1287. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1288. };
  1289. };
  1290. };
  1291. class macro_new_vest_class(501_arc,acc_3): macro_new_vest_class(501_inf,acc_9)
  1292. {
  1293. displayname = "[501st] ARC ACC 02"
  1294. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1295. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1296. hiddenSelections[] = {"Camo1"};
  1297. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_02.paa};
  1298. hiddenSelectionsMaterials[]=
  1299. {
  1300. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1301. };
  1302. class ItemInfo: ItemInfo
  1303. {
  1304. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1305. containerClass="Supply100";
  1306. hiddenSelections[]=
  1307. {
  1308. "camo1"
  1309. };
  1310. hiddenSelectionsMaterials[]=
  1311. {
  1312. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1313. };
  1314. };
  1315. };
  1316. class macro_new_vest_class(501_arc,acc_4): macro_new_vest_class(501_inf,acc_9)
  1317. {
  1318. displayname = "[501st] ARC ACC 03"
  1319. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1320. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1321. hiddenSelections[] = {"Camo1"};
  1322. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_03.paa};
  1323. hiddenSelectionsMaterials[]=
  1324. {
  1325. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1326. };
  1327. class ItemInfo: ItemInfo
  1328. {
  1329. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1330. containerClass="Supply100";
  1331. hiddenSelections[]=
  1332. {
  1333. "camo1"
  1334. };
  1335. hiddenSelectionsMaterials[]=
  1336. {
  1337. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1338. };
  1339. };
  1340. };
  1341. class macro_new_vest_class(501_arc,acc_5): macro_new_vest_class(501_inf,acc_9)
  1342. {
  1343. displayname = "[501st] ARC ACC 04"
  1344. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1345. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1346. hiddenSelections[] = {"Camo1"};
  1347. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_04.paa};
  1348. hiddenSelectionsMaterials[]=
  1349. {
  1350. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1351. };
  1352. class ItemInfo: ItemInfo
  1353. {
  1354. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1355. containerClass="Supply100";
  1356. hiddenSelections[]=
  1357. {
  1358. "camo1"
  1359. };
  1360. hiddenSelectionsMaterials[]=
  1361. {
  1362. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1363. };
  1364. };
  1365. };
  1366. //
  1367. class macro_new_vest_class(501_rg,acc_1): macro_new_vest_class(501_inf,acc_9)
  1368. {
  1369. displayname = "[Empire] Royal Guard ACC"
  1370. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestKama_ui_ca.paa";
  1371. model="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1372. hiddenSelections[] = {"Camo1"};
  1373. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\acc\rg_acc.paa};
  1374. hiddenSelectionsMaterials[]=
  1375. {
  1376. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1377. };
  1378. class ItemInfo: ItemInfo
  1379. {
  1380. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1381. containerClass="Supply100";
  1382. hiddenSelections[]=
  1383. {
  1384. "camo1"
  1385. };
  1386. hiddenSelectionsMaterials[]=
  1387. {
  1388. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1389. };
  1390. };
  1391. };
  1392. //
  1393. class macro_new_vest_class(501_invis,vest): macro_new_vest_class(501_inf,acc_9)
  1394. {
  1395. displayname = "[501st] Nanoweave Under Armour"
  1396. picture = "\SWOP_sith\data\impguardpalliumicon_x_ca.paa";
  1397. model="RD501_Units\nothing.p3d";
  1398. hiddenSelections[] = {""};
  1399. hiddenSelectionsTextures[] = {""};
  1400. hiddenSelectionsMaterials[]={""};
  1401. class ItemInfo: ItemInfo
  1402. {
  1403. uniformModel="RD501_Units\nothing.p3d";
  1404. containerClass="Supply100";
  1405. hiddenSelections[]={""};
  1406. hiddenSelectionsMaterials[]={""};
  1407. };
  1408. };
  1409. class macro_new_vest_class(501_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1410. {
  1411. displayname = "[501st] Sidearm Holster"
  1412. picture = "\MRC\JLTS\characters\CloneArmor2\data\ui\CloneVestHolster_ui_ca.paa";
  1413. model = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1414. hiddenSelections[] = {"camo1"};
  1415. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1416. class ItemInfo: ItemInfo
  1417. {
  1418. uniformmodel = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1419. containerClass="Supply100";
  1420. hiddenSelections[] = {"camo1"};
  1421. };
  1422. };
  1423. class macro_new_vest_class(501_razorblade_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1424. {
  1425. displayname = "[501st] Razorblade Holster"
  1426. picture="\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_pic.paa";
  1427. model="\RD501_Units\models\razorblade_holster.p3d";
  1428. hiddenSelections[] = {"camo1"};
  1429. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1430. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1431. class ItemInfo: ItemInfo
  1432. {
  1433. uniformModel="\RD501_Units\models\razorblade_holster.p3d";
  1434. containerClass="Supply100";
  1435. hiddenSelections[] = {"camo1"};
  1436. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1437. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1438. };
  1439. };
  1440. class macro_new_vest_class(501_mynock_sgm,vest):macro_new_vest_class(501_inf,acc_9)
  1441. {
  1442. displayname = "[501st] MYN ACC 01"
  1443. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  1444. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1445. hiddenSelections[] = {"camo1"};
  1446. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1447. class ItemInfo: ItemInfo
  1448. {
  1449. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1450. containerClass="Supply100";
  1451. hiddenSelections[] = {"camo1"};
  1452. };
  1453. };
  1454. class macro_new_vest_class(501_mynock_co,vest):macro_new_vest_class(501_inf,acc_9)
  1455. {
  1456. displayname = "[501st] MYN ACC 02"
  1457. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  1458. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1459. hiddenSelections[] = {"camo1"};
  1460. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneLegions\data\Clone_501stOfficer_vest_co.paa"};
  1461. class ItemInfo: ItemInfo
  1462. {
  1463. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1464. containerClass="Supply100";
  1465. hiddenSelections[] = {"camo1"};
  1466. };
  1467. };
  1468. };
  1469. class DefaultEventhandlers;
  1470. class CfgVehicles
  1471. {
  1472. class SWOP_Clonetrooper_501jesse_F;
  1473. class B_Soldier_base_f;
  1474. class B_Soldier_f: B_Soldier_base_F
  1475. {
  1476. class HitPoints;
  1477. };
  1478. class macro_new_uniform_skin_class(blufor,purge_uniform): B_Soldier_base_F
  1479. {
  1480. author = "RD501";
  1481. scope = 1;
  1482. model = "SWOP_clones\uniform\cloneBody.p3d";
  1483. nakedUniform = "U_BasicBody";
  1484. hiddenSelections[] = {"Camo1"};
  1485. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  1486. class EventHandlers :DefaultEventhandlers {};
  1487. };
  1488. class macro_new_uniform_skin_class(blufor,krayt_uniform): B_Soldier_base_F
  1489. {
  1490. author = "RD501";
  1491. scope = 1;
  1492. model = "SWOP_clones\uniform\cloneBody.p3d";
  1493. nakedUniform = "U_BasicBody";
  1494. hiddenSelections[] = {"Camo1"};
  1495. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\uniform_krayt.paa};
  1496. class EventHandlers :DefaultEventhandlers {};
  1497. };
  1498. class macro_new_uniform_skin_class(blufor,jesse): SWOP_Clonetrooper_501jesse_F
  1499. {
  1500. author = "RD501";
  1501. scope = 2;
  1502. model = "SWOP_clones\uniform\cloneBody.p3d";
  1503. nakedUniform = "U_BasicBody";
  1504. hiddenSelections[] = {"Camo1"};
  1505. hiddenSelectionsTextures[] = {
  1506. TEXTUREPATH\Republic\clones\Jesse_medic_uniform.paa
  1507. };
  1508. class EventHandlers : DefaultEventhandlers {};
  1509. };
  1510. class SWOP_Clonetrooper_501srtrooper_F;
  1511. class macro_new_uniform_skin_class(blufor,senior_trooper): SWOP_Clonetrooper_501srtrooper_F
  1512. {
  1513. author = "RD501";
  1514. scope = 1;
  1515. model = "SWOP_clones\uniform\cloneBody.p3d";
  1516. nakedUniform = "U_BasicBody";
  1517. hiddenSelections[] = {"Camo1"};
  1518. hiddenSelectionsTextures[] = {
  1519. TEXTUREPATH\Republic\clones\SRTrooper_uniform.paa
  1520. };
  1521. class EventHandlers : DefaultEventhandlers {};
  1522. };
  1523. class macro_new_uniform_skin_class(blufor,vet_trooper): SWOP_Clonetrooper_501srtrooper_F
  1524. {
  1525. author = "RD501";
  1526. scope = 1;
  1527. model = "SWOP_clones\uniform\cloneBody.p3d";
  1528. nakedUniform = "U_BasicBody";
  1529. hiddenSelections[] = {"Camo1"};
  1530. hiddenSelectionsTextures[] = {
  1531. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1532. };
  1533. class EventHandlers : DefaultEventhandlers {};
  1534. };
  1535. class macro_new_uniform_skin_class(blufor,gold_trooper): SWOP_Clonetrooper_501srtrooper_F
  1536. {
  1537. author = "RD501";
  1538. scope = 1;
  1539. model = "SWOP_clones\uniform\cloneBody.p3d";
  1540. nakedUniform = "U_BasicBody";
  1541. hiddenSelections[] = {"Camo1"};
  1542. hiddenSelectionsTextures[] = {
  1543. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1544. };
  1545. class EventHandlers : DefaultEventhandlers {};
  1546. hiddenSelectionsMaterials[]=
  1547. {
  1548. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  1549. };
  1550. };
  1551. class O_Soldier_base_F;
  1552. class SWOP_Mando_Uniform_black: O_Soldier_base_F
  1553. {
  1554. htMax = 1800;
  1555. htMin = 60;
  1556. class HitPoints
  1557. {
  1558. class HitFace
  1559. {
  1560. armor = 1;
  1561. explosionShielding = 0.1;
  1562. material = -1;
  1563. minimalHit = 0.01;
  1564. name = "face_hub";
  1565. passThrough = 0.8;
  1566. radius = 0.08;
  1567. };
  1568. class HitNeck: HitFace
  1569. {
  1570. armor = 1;
  1571. explosionShielding = 0.5;
  1572. material = -1;
  1573. minimalHit = 0.01;
  1574. name = "neck";
  1575. passThrough = 0.8;
  1576. radius = 0.1;
  1577. };
  1578. class HitHead: HitNeck
  1579. {
  1580. armor = 1;
  1581. depends = "HitFace max HitNeck";
  1582. explosionShielding = 0.5;
  1583. material = -1;
  1584. minimalHit = 0.01;
  1585. name = "head";
  1586. passThrough = 0.8;
  1587. radius = 0.2;
  1588. };
  1589. class HitPelvis
  1590. {
  1591. armor = 6;
  1592. depends = "0";
  1593. explosionShielding = 1;
  1594. material = -1;
  1595. minimalHit = 0.01;
  1596. name = "pelvis";
  1597. passThrough = 0.8;
  1598. radius = 0.24;
  1599. visual = "injury_body";
  1600. };
  1601. class HitAbdomen: HitPelvis
  1602. {
  1603. armor = 1;
  1604. depends = "0";
  1605. explosionShielding = 1;
  1606. material = -1;
  1607. minimalHit = 0.01;
  1608. name = "spine1";
  1609. passThrough = 0.8;
  1610. radius = 0.16;
  1611. visual = "injury_body";
  1612. };
  1613. class HitDiaphragm: HitAbdomen
  1614. {
  1615. armor = 1;
  1616. depends = "0";
  1617. explosionShielding = 6;
  1618. material = -1;
  1619. minimalHit = 0.01;
  1620. name = "spine2";
  1621. passThrough = 0.8;
  1622. radius = 0.18;
  1623. visual = "injury_body";
  1624. };
  1625. class HitChest: HitDiaphragm
  1626. {
  1627. armor = 1;
  1628. depends = "0";
  1629. explosionShielding = 6;
  1630. material = -1;
  1631. minimalHit = 0.01;
  1632. name = "spine3";
  1633. passThrough = 0.8;
  1634. radius = 0.18;
  1635. visual = "injury_body";
  1636. };
  1637. class HitBody: HitChest
  1638. {
  1639. armor = 1000;
  1640. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1641. explosionShielding = 6;
  1642. material = -1;
  1643. minimalHit = 0.01;
  1644. name = "body";
  1645. passThrough = 1;
  1646. radius = 0;
  1647. visual = "injury_body";
  1648. };
  1649. class HitArms
  1650. {
  1651. armor = 3;
  1652. depends = "0";
  1653. explosionShielding = 1;
  1654. material = -1;
  1655. minimalHit = 0.01;
  1656. name = "arms";
  1657. passThrough = 1;
  1658. radius = 0.1;
  1659. visual = "injury_hands";
  1660. };
  1661. class HitHands: HitArms
  1662. {
  1663. armor = 3;
  1664. depends = "HitArms";
  1665. explosionShielding = 1;
  1666. material = -1;
  1667. minimalHit = 0.01;
  1668. name = "hands";
  1669. passThrough = 1;
  1670. radius = 0.1;
  1671. visual = "injury_hands";
  1672. };
  1673. class HitLegs
  1674. {
  1675. armor = 3;
  1676. depends = "0";
  1677. explosionShielding = 1;
  1678. material = -1;
  1679. minimalHit = 0.01;
  1680. name = "legs";
  1681. passThrough = 1;
  1682. radius = 0.14;
  1683. visual = "injury_legs";
  1684. };
  1685. class Incapacitated
  1686. {
  1687. armor = 1000;
  1688. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1689. explosionShielding = 1;
  1690. material = -1;
  1691. minimalHit = 0;
  1692. name = "body";
  1693. passThrough = 1;
  1694. radius = 0;
  1695. visual = "";
  1696. };
  1697. };
  1698. };
  1699. class SWOP_Mando_Uniform_brown: O_Soldier_base_F
  1700. {
  1701. htMax = 1800;
  1702. htMin = 60;
  1703. class HitPoints
  1704. {
  1705. class HitFace
  1706. {
  1707. armor = 1;
  1708. explosionShielding = 0.1;
  1709. material = -1;
  1710. minimalHit = 0.01;
  1711. name = "face_hub";
  1712. passThrough = 0.8;
  1713. radius = 0.08;
  1714. };
  1715. class HitNeck: HitFace
  1716. {
  1717. armor = 1;
  1718. explosionShielding = 0.5;
  1719. material = -1;
  1720. minimalHit = 0.01;
  1721. name = "neck";
  1722. passThrough = 0.8;
  1723. radius = 0.1;
  1724. };
  1725. class HitHead: HitNeck
  1726. {
  1727. armor = 1;
  1728. depends = "HitFace max HitNeck";
  1729. explosionShielding = 0.5;
  1730. material = -1;
  1731. minimalHit = 0.01;
  1732. name = "head";
  1733. passThrough = 0.8;
  1734. radius = 0.2;
  1735. };
  1736. class HitPelvis
  1737. {
  1738. armor = 6;
  1739. depends = "0";
  1740. explosionShielding = 1;
  1741. material = -1;
  1742. minimalHit = 0.01;
  1743. name = "pelvis";
  1744. passThrough = 0.8;
  1745. radius = 0.24;
  1746. visual = "injury_body";
  1747. };
  1748. class HitAbdomen: HitPelvis
  1749. {
  1750. armor = 1;
  1751. depends = "0";
  1752. explosionShielding = 1;
  1753. material = -1;
  1754. minimalHit = 0.01;
  1755. name = "spine1";
  1756. passThrough = 0.8;
  1757. radius = 0.16;
  1758. visual = "injury_body";
  1759. };
  1760. class HitDiaphragm: HitAbdomen
  1761. {
  1762. armor = 1;
  1763. depends = "0";
  1764. explosionShielding = 6;
  1765. material = -1;
  1766. minimalHit = 0.01;
  1767. name = "spine2";
  1768. passThrough = 0.8;
  1769. radius = 0.18;
  1770. visual = "injury_body";
  1771. };
  1772. class HitChest: HitDiaphragm
  1773. {
  1774. armor = 1;
  1775. depends = "0";
  1776. explosionShielding = 6;
  1777. material = -1;
  1778. minimalHit = 0.01;
  1779. name = "spine3";
  1780. passThrough = 0.8;
  1781. radius = 0.18;
  1782. visual = "injury_body";
  1783. };
  1784. class HitBody: HitChest
  1785. {
  1786. armor = 1000;
  1787. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1788. explosionShielding = 6;
  1789. material = -1;
  1790. minimalHit = 0.01;
  1791. name = "body";
  1792. passThrough = 1;
  1793. radius = 0;
  1794. visual = "injury_body";
  1795. };
  1796. class HitArms
  1797. {
  1798. armor = 3;
  1799. depends = "0";
  1800. explosionShielding = 1;
  1801. material = -1;
  1802. minimalHit = 0.01;
  1803. name = "arms";
  1804. passThrough = 1;
  1805. radius = 0.1;
  1806. visual = "injury_hands";
  1807. };
  1808. class HitHands: HitArms
  1809. {
  1810. armor = 3;
  1811. depends = "HitArms";
  1812. explosionShielding = 1;
  1813. material = -1;
  1814. minimalHit = 0.01;
  1815. name = "hands";
  1816. passThrough = 1;
  1817. radius = 0.1;
  1818. visual = "injury_hands";
  1819. };
  1820. class HitLegs
  1821. {
  1822. armor = 3;
  1823. depends = "0";
  1824. explosionShielding = 1;
  1825. material = -1;
  1826. minimalHit = 0.01;
  1827. name = "legs";
  1828. passThrough = 1;
  1829. radius = 0.14;
  1830. visual = "injury_legs";
  1831. };
  1832. class Incapacitated
  1833. {
  1834. armor = 1000;
  1835. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1836. explosionShielding = 1;
  1837. material = -1;
  1838. minimalHit = 0;
  1839. name = "body";
  1840. passThrough = 1;
  1841. radius = 0;
  1842. visual = "";
  1843. };
  1844. };
  1845. };
  1846. class SWOP_Mando_Uniform_Wren: O_Soldier_base_F
  1847. {
  1848. htMax = 1800;
  1849. htMin = 60;
  1850. class HitPoints
  1851. {
  1852. class HitFace
  1853. {
  1854. armor = 1;
  1855. explosionShielding = 0.1;
  1856. material = -1;
  1857. minimalHit = 0.01;
  1858. name = "face_hub";
  1859. passThrough = 0.8;
  1860. radius = 0.08;
  1861. };
  1862. class HitNeck: HitFace
  1863. {
  1864. armor = 1;
  1865. explosionShielding = 0.5;
  1866. material = -1;
  1867. minimalHit = 0.01;
  1868. name = "neck";
  1869. passThrough = 0.8;
  1870. radius = 0.1;
  1871. };
  1872. class HitHead: HitNeck
  1873. {
  1874. armor = 1;
  1875. depends = "HitFace max HitNeck";
  1876. explosionShielding = 0.5;
  1877. material = -1;
  1878. minimalHit = 0.01;
  1879. name = "head";
  1880. passThrough = 0.8;
  1881. radius = 0.2;
  1882. };
  1883. class HitPelvis
  1884. {
  1885. armor = 6;
  1886. depends = "0";
  1887. explosionShielding = 1;
  1888. material = -1;
  1889. minimalHit = 0.01;
  1890. name = "pelvis";
  1891. passThrough = 0.8;
  1892. radius = 0.24;
  1893. visual = "injury_body";
  1894. };
  1895. class HitAbdomen: HitPelvis
  1896. {
  1897. armor = 1;
  1898. depends = "0";
  1899. explosionShielding = 1;
  1900. material = -1;
  1901. minimalHit = 0.01;
  1902. name = "spine1";
  1903. passThrough = 0.8;
  1904. radius = 0.16;
  1905. visual = "injury_body";
  1906. };
  1907. class HitDiaphragm: HitAbdomen
  1908. {
  1909. armor = 1;
  1910. depends = "0";
  1911. explosionShielding = 6;
  1912. material = -1;
  1913. minimalHit = 0.01;
  1914. name = "spine2";
  1915. passThrough = 0.8;
  1916. radius = 0.18;
  1917. visual = "injury_body";
  1918. };
  1919. class HitChest: HitDiaphragm
  1920. {
  1921. armor = 1;
  1922. depends = "0";
  1923. explosionShielding = 6;
  1924. material = -1;
  1925. minimalHit = 0.01;
  1926. name = "spine3";
  1927. passThrough = 0.8;
  1928. radius = 0.18;
  1929. visual = "injury_body";
  1930. };
  1931. class HitBody: HitChest
  1932. {
  1933. armor = 1000;
  1934. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1935. explosionShielding = 6;
  1936. material = -1;
  1937. minimalHit = 0.01;
  1938. name = "body";
  1939. passThrough = 1;
  1940. radius = 0;
  1941. visual = "injury_body";
  1942. };
  1943. class HitArms
  1944. {
  1945. armor = 3;
  1946. depends = "0";
  1947. explosionShielding = 1;
  1948. material = -1;
  1949. minimalHit = 0.01;
  1950. name = "arms";
  1951. passThrough = 1;
  1952. radius = 0.1;
  1953. visual = "injury_hands";
  1954. };
  1955. class HitHands: HitArms
  1956. {
  1957. armor = 3;
  1958. depends = "HitArms";
  1959. explosionShielding = 1;
  1960. material = -1;
  1961. minimalHit = 0.01;
  1962. name = "hands";
  1963. passThrough = 1;
  1964. radius = 0.1;
  1965. visual = "injury_hands";
  1966. };
  1967. class HitLegs
  1968. {
  1969. armor = 3;
  1970. depends = "0";
  1971. explosionShielding = 1;
  1972. material = -1;
  1973. minimalHit = 0.01;
  1974. name = "legs";
  1975. passThrough = 1;
  1976. radius = 0.14;
  1977. visual = "injury_legs";
  1978. };
  1979. class Incapacitated
  1980. {
  1981. armor = 1000;
  1982. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1983. explosionShielding = 1;
  1984. material = -1;
  1985. minimalHit = 0;
  1986. name = "body";
  1987. passThrough = 1;
  1988. radius = 0;
  1989. visual = "";
  1990. };
  1991. };
  1992. };
  1993. class SWOP_Mando_Uniform_DW: O_Soldier_base_F
  1994. {
  1995. htMax = 1800;
  1996. htMin = 60;
  1997. class HitPoints
  1998. {
  1999. class HitFace
  2000. {
  2001. armor = 1;
  2002. explosionShielding = 0.1;
  2003. material = -1;
  2004. minimalHit = 0.01;
  2005. name = "face_hub";
  2006. passThrough = 0.8;
  2007. radius = 0.08;
  2008. };
  2009. class HitNeck: HitFace
  2010. {
  2011. armor = 1;
  2012. explosionShielding = 0.5;
  2013. material = -1;
  2014. minimalHit = 0.01;
  2015. name = "neck";
  2016. passThrough = 0.8;
  2017. radius = 0.1;
  2018. };
  2019. class HitHead: HitNeck
  2020. {
  2021. armor = 1;
  2022. depends = "HitFace max HitNeck";
  2023. explosionShielding = 0.5;
  2024. material = -1;
  2025. minimalHit = 0.01;
  2026. name = "head";
  2027. passThrough = 0.8;
  2028. radius = 0.2;
  2029. };
  2030. class HitPelvis
  2031. {
  2032. armor = 6;
  2033. depends = "0";
  2034. explosionShielding = 1;
  2035. material = -1;
  2036. minimalHit = 0.01;
  2037. name = "pelvis";
  2038. passThrough = 0.8;
  2039. radius = 0.24;
  2040. visual = "injury_body";
  2041. };
  2042. class HitAbdomen: HitPelvis
  2043. {
  2044. armor = 1;
  2045. depends = "0";
  2046. explosionShielding = 1;
  2047. material = -1;
  2048. minimalHit = 0.01;
  2049. name = "spine1";
  2050. passThrough = 0.8;
  2051. radius = 0.16;
  2052. visual = "injury_body";
  2053. };
  2054. class HitDiaphragm: HitAbdomen
  2055. {
  2056. armor = 1;
  2057. depends = "0";
  2058. explosionShielding = 6;
  2059. material = -1;
  2060. minimalHit = 0.01;
  2061. name = "spine2";
  2062. passThrough = 0.8;
  2063. radius = 0.18;
  2064. visual = "injury_body";
  2065. };
  2066. class HitChest: HitDiaphragm
  2067. {
  2068. armor = 1;
  2069. depends = "0";
  2070. explosionShielding = 6;
  2071. material = -1;
  2072. minimalHit = 0.01;
  2073. name = "spine3";
  2074. passThrough = 0.8;
  2075. radius = 0.18;
  2076. visual = "injury_body";
  2077. };
  2078. class HitBody: HitChest
  2079. {
  2080. armor = 1000;
  2081. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2082. explosionShielding = 6;
  2083. material = -1;
  2084. minimalHit = 0.01;
  2085. name = "body";
  2086. passThrough = 1;
  2087. radius = 0;
  2088. visual = "injury_body";
  2089. };
  2090. class HitArms
  2091. {
  2092. armor = 3;
  2093. depends = "0";
  2094. explosionShielding = 1;
  2095. material = -1;
  2096. minimalHit = 0.01;
  2097. name = "arms";
  2098. passThrough = 1;
  2099. radius = 0.1;
  2100. visual = "injury_hands";
  2101. };
  2102. class HitHands: HitArms
  2103. {
  2104. armor = 3;
  2105. depends = "HitArms";
  2106. explosionShielding = 1;
  2107. material = -1;
  2108. minimalHit = 0.01;
  2109. name = "hands";
  2110. passThrough = 1;
  2111. radius = 0.1;
  2112. visual = "injury_hands";
  2113. };
  2114. class HitLegs
  2115. {
  2116. armor = 3;
  2117. depends = "0";
  2118. explosionShielding = 1;
  2119. material = -1;
  2120. minimalHit = 0.01;
  2121. name = "legs";
  2122. passThrough = 1;
  2123. radius = 0.14;
  2124. visual = "injury_legs";
  2125. };
  2126. class Incapacitated
  2127. {
  2128. armor = 1000;
  2129. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2130. explosionShielding = 1;
  2131. material = -1;
  2132. minimalHit = 0;
  2133. name = "body";
  2134. passThrough = 1;
  2135. radius = 0;
  2136. visual = "";
  2137. };
  2138. };
  2139. };
  2140. class SWOP_Mando_Uniform_green: O_Soldier_base_F
  2141. {
  2142. htMax = 1800;
  2143. htMin = 60;
  2144. class HitPoints
  2145. {
  2146. class HitFace
  2147. {
  2148. armor = 1;
  2149. explosionShielding = 0.1;
  2150. material = -1;
  2151. minimalHit = 0.01;
  2152. name = "face_hub";
  2153. passThrough = 0.8;
  2154. radius = 0.08;
  2155. };
  2156. class HitNeck: HitFace
  2157. {
  2158. armor = 1;
  2159. explosionShielding = 0.5;
  2160. material = -1;
  2161. minimalHit = 0.01;
  2162. name = "neck";
  2163. passThrough = 0.8;
  2164. radius = 0.1;
  2165. };
  2166. class HitHead: HitNeck
  2167. {
  2168. armor = 1;
  2169. depends = "HitFace max HitNeck";
  2170. explosionShielding = 0.5;
  2171. material = -1;
  2172. minimalHit = 0.01;
  2173. name = "head";
  2174. passThrough = 0.8;
  2175. radius = 0.2;
  2176. };
  2177. class HitPelvis
  2178. {
  2179. armor = 6;
  2180. depends = "0";
  2181. explosionShielding = 1;
  2182. material = -1;
  2183. minimalHit = 0.01;
  2184. name = "pelvis";
  2185. passThrough = 0.8;
  2186. radius = 0.24;
  2187. visual = "injury_body";
  2188. };
  2189. class HitAbdomen: HitPelvis
  2190. {
  2191. armor = 1;
  2192. depends = "0";
  2193. explosionShielding = 1;
  2194. material = -1;
  2195. minimalHit = 0.01;
  2196. name = "spine1";
  2197. passThrough = 0.8;
  2198. radius = 0.16;
  2199. visual = "injury_body";
  2200. };
  2201. class HitDiaphragm: HitAbdomen
  2202. {
  2203. armor = 1;
  2204. depends = "0";
  2205. explosionShielding = 6;
  2206. material = -1;
  2207. minimalHit = 0.01;
  2208. name = "spine2";
  2209. passThrough = 0.8;
  2210. radius = 0.18;
  2211. visual = "injury_body";
  2212. };
  2213. class HitChest: HitDiaphragm
  2214. {
  2215. armor = 1;
  2216. depends = "0";
  2217. explosionShielding = 6;
  2218. material = -1;
  2219. minimalHit = 0.01;
  2220. name = "spine3";
  2221. passThrough = 0.8;
  2222. radius = 0.18;
  2223. visual = "injury_body";
  2224. };
  2225. class HitBody: HitChest
  2226. {
  2227. armor = 1000;
  2228. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2229. explosionShielding = 6;
  2230. material = -1;
  2231. minimalHit = 0.01;
  2232. name = "body";
  2233. passThrough = 1;
  2234. radius = 0;
  2235. visual = "injury_body";
  2236. };
  2237. class HitArms
  2238. {
  2239. armor = 3;
  2240. depends = "0";
  2241. explosionShielding = 1;
  2242. material = -1;
  2243. minimalHit = 0.01;
  2244. name = "arms";
  2245. passThrough = 1;
  2246. radius = 0.1;
  2247. visual = "injury_hands";
  2248. };
  2249. class HitHands: HitArms
  2250. {
  2251. armor = 3;
  2252. depends = "HitArms";
  2253. explosionShielding = 1;
  2254. material = -1;
  2255. minimalHit = 0.01;
  2256. name = "hands";
  2257. passThrough = 1;
  2258. radius = 0.1;
  2259. visual = "injury_hands";
  2260. };
  2261. class HitLegs
  2262. {
  2263. armor = 3;
  2264. depends = "0";
  2265. explosionShielding = 1;
  2266. material = -1;
  2267. minimalHit = 0.01;
  2268. name = "legs";
  2269. passThrough = 1;
  2270. radius = 0.14;
  2271. visual = "injury_legs";
  2272. };
  2273. class Incapacitated
  2274. {
  2275. armor = 1000;
  2276. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2277. explosionShielding = 1;
  2278. material = -1;
  2279. minimalHit = 0;
  2280. name = "body";
  2281. passThrough = 1;
  2282. radius = 0;
  2283. visual = "";
  2284. };
  2285. };
  2286. };
  2287. class SWOP_Mando_Uniform_protectors: O_Soldier_base_F
  2288. {
  2289. htMax = 1800;
  2290. htMin = 60;
  2291. class HitPoints
  2292. {
  2293. class HitFace
  2294. {
  2295. armor = 1;
  2296. explosionShielding = 0.1;
  2297. material = -1;
  2298. minimalHit = 0.01;
  2299. name = "face_hub";
  2300. passThrough = 0.8;
  2301. radius = 0.08;
  2302. };
  2303. class HitNeck: HitFace
  2304. {
  2305. armor = 1;
  2306. explosionShielding = 0.5;
  2307. material = -1;
  2308. minimalHit = 0.01;
  2309. name = "neck";
  2310. passThrough = 0.8;
  2311. radius = 0.1;
  2312. };
  2313. class HitHead: HitNeck
  2314. {
  2315. armor = 1;
  2316. depends = "HitFace max HitNeck";
  2317. explosionShielding = 0.5;
  2318. material = -1;
  2319. minimalHit = 0.01;
  2320. name = "head";
  2321. passThrough = 0.8;
  2322. radius = 0.2;
  2323. };
  2324. class HitPelvis
  2325. {
  2326. armor = 6;
  2327. depends = "0";
  2328. explosionShielding = 1;
  2329. material = -1;
  2330. minimalHit = 0.01;
  2331. name = "pelvis";
  2332. passThrough = 0.8;
  2333. radius = 0.24;
  2334. visual = "injury_body";
  2335. };
  2336. class HitAbdomen: HitPelvis
  2337. {
  2338. armor = 1;
  2339. depends = "0";
  2340. explosionShielding = 1;
  2341. material = -1;
  2342. minimalHit = 0.01;
  2343. name = "spine1";
  2344. passThrough = 0.8;
  2345. radius = 0.16;
  2346. visual = "injury_body";
  2347. };
  2348. class HitDiaphragm: HitAbdomen
  2349. {
  2350. armor = 1;
  2351. depends = "0";
  2352. explosionShielding = 6;
  2353. material = -1;
  2354. minimalHit = 0.01;
  2355. name = "spine2";
  2356. passThrough = 0.8;
  2357. radius = 0.18;
  2358. visual = "injury_body";
  2359. };
  2360. class HitChest: HitDiaphragm
  2361. {
  2362. armor = 1;
  2363. depends = "0";
  2364. explosionShielding = 6;
  2365. material = -1;
  2366. minimalHit = 0.01;
  2367. name = "spine3";
  2368. passThrough = 0.8;
  2369. radius = 0.18;
  2370. visual = "injury_body";
  2371. };
  2372. class HitBody: HitChest
  2373. {
  2374. armor = 1000;
  2375. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2376. explosionShielding = 6;
  2377. material = -1;
  2378. minimalHit = 0.01;
  2379. name = "body";
  2380. passThrough = 1;
  2381. radius = 0;
  2382. visual = "injury_body";
  2383. };
  2384. class HitArms
  2385. {
  2386. armor = 3;
  2387. depends = "0";
  2388. explosionShielding = 1;
  2389. material = -1;
  2390. minimalHit = 0.01;
  2391. name = "arms";
  2392. passThrough = 1;
  2393. radius = 0.1;
  2394. visual = "injury_hands";
  2395. };
  2396. class HitHands: HitArms
  2397. {
  2398. armor = 3;
  2399. depends = "HitArms";
  2400. explosionShielding = 1;
  2401. material = -1;
  2402. minimalHit = 0.01;
  2403. name = "hands";
  2404. passThrough = 1;
  2405. radius = 0.1;
  2406. visual = "injury_hands";
  2407. };
  2408. class HitLegs
  2409. {
  2410. armor = 3;
  2411. depends = "0";
  2412. explosionShielding = 1;
  2413. material = -1;
  2414. minimalHit = 0.01;
  2415. name = "legs";
  2416. passThrough = 1;
  2417. radius = 0.14;
  2418. visual = "injury_legs";
  2419. };
  2420. class Incapacitated
  2421. {
  2422. armor = 1000;
  2423. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2424. explosionShielding = 1;
  2425. material = -1;
  2426. minimalHit = 0;
  2427. name = "body";
  2428. passThrough = 1;
  2429. radius = 0;
  2430. visual = "";
  2431. };
  2432. };
  2433. };
  2434. class SWOP_Mando_Uniform_red: O_Soldier_base_F
  2435. {
  2436. htMax = 1800;
  2437. htMin = 60;
  2438. class HitPoints
  2439. {
  2440. class HitFace
  2441. {
  2442. armor = 1;
  2443. explosionShielding = 0.1;
  2444. material = -1;
  2445. minimalHit = 0.01;
  2446. name = "face_hub";
  2447. passThrough = 0.8;
  2448. radius = 0.08;
  2449. };
  2450. class HitNeck: HitFace
  2451. {
  2452. armor = 1;
  2453. explosionShielding = 0.5;
  2454. material = -1;
  2455. minimalHit = 0.01;
  2456. name = "neck";
  2457. passThrough = 0.8;
  2458. radius = 0.1;
  2459. };
  2460. class HitHead: HitNeck
  2461. {
  2462. armor = 1;
  2463. depends = "HitFace max HitNeck";
  2464. explosionShielding = 0.5;
  2465. material = -1;
  2466. minimalHit = 0.01;
  2467. name = "head";
  2468. passThrough = 0.8;
  2469. radius = 0.2;
  2470. };
  2471. class HitPelvis
  2472. {
  2473. armor = 6;
  2474. depends = "0";
  2475. explosionShielding = 1;
  2476. material = -1;
  2477. minimalHit = 0.01;
  2478. name = "pelvis";
  2479. passThrough = 0.8;
  2480. radius = 0.24;
  2481. visual = "injury_body";
  2482. };
  2483. class HitAbdomen: HitPelvis
  2484. {
  2485. armor = 1;
  2486. depends = "0";
  2487. explosionShielding = 1;
  2488. material = -1;
  2489. minimalHit = 0.01;
  2490. name = "spine1";
  2491. passThrough = 0.8;
  2492. radius = 0.16;
  2493. visual = "injury_body";
  2494. };
  2495. class HitDiaphragm: HitAbdomen
  2496. {
  2497. armor = 1;
  2498. depends = "0";
  2499. explosionShielding = 6;
  2500. material = -1;
  2501. minimalHit = 0.01;
  2502. name = "spine2";
  2503. passThrough = 0.8;
  2504. radius = 0.18;
  2505. visual = "injury_body";
  2506. };
  2507. class HitChest: HitDiaphragm
  2508. {
  2509. armor = 1;
  2510. depends = "0";
  2511. explosionShielding = 6;
  2512. material = -1;
  2513. minimalHit = 0.01;
  2514. name = "spine3";
  2515. passThrough = 0.8;
  2516. radius = 0.18;
  2517. visual = "injury_body";
  2518. };
  2519. class HitBody: HitChest
  2520. {
  2521. armor = 1000;
  2522. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2523. explosionShielding = 6;
  2524. material = -1;
  2525. minimalHit = 0.01;
  2526. name = "body";
  2527. passThrough = 1;
  2528. radius = 0;
  2529. visual = "injury_body";
  2530. };
  2531. class HitArms
  2532. {
  2533. armor = 3;
  2534. depends = "0";
  2535. explosionShielding = 1;
  2536. material = -1;
  2537. minimalHit = 0.01;
  2538. name = "arms";
  2539. passThrough = 1;
  2540. radius = 0.1;
  2541. visual = "injury_hands";
  2542. };
  2543. class HitHands: HitArms
  2544. {
  2545. armor = 3;
  2546. depends = "HitArms";
  2547. explosionShielding = 1;
  2548. material = -1;
  2549. minimalHit = 0.01;
  2550. name = "hands";
  2551. passThrough = 1;
  2552. radius = 0.1;
  2553. visual = "injury_hands";
  2554. };
  2555. class HitLegs
  2556. {
  2557. armor = 3;
  2558. depends = "0";
  2559. explosionShielding = 1;
  2560. material = -1;
  2561. minimalHit = 0.01;
  2562. name = "legs";
  2563. passThrough = 1;
  2564. radius = 0.14;
  2565. visual = "injury_legs";
  2566. };
  2567. class Incapacitated
  2568. {
  2569. armor = 1000;
  2570. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2571. explosionShielding = 1;
  2572. material = -1;
  2573. minimalHit = 0;
  2574. name = "body";
  2575. passThrough = 1;
  2576. radius = 0;
  2577. visual = "";
  2578. };
  2579. };
  2580. };
  2581. class SWOP_StormTFO_F: O_Soldier_base_F
  2582. {
  2583. htMax = 1800;
  2584. htMin = 60;
  2585. class HitPoints
  2586. {
  2587. class HitFace
  2588. {
  2589. armor = 1;
  2590. explosionShielding = 0.1;
  2591. material = -1;
  2592. minimalHit = 0.01;
  2593. name = "face_hub";
  2594. passThrough = 0.8;
  2595. radius = 0.08;
  2596. };
  2597. class HitNeck: HitFace
  2598. {
  2599. armor = 1;
  2600. explosionShielding = 0.5;
  2601. material = -1;
  2602. minimalHit = 0.01;
  2603. name = "neck";
  2604. passThrough = 0.8;
  2605. radius = 0.1;
  2606. };
  2607. class HitHead: HitNeck
  2608. {
  2609. armor = 1;
  2610. depends = "HitFace max HitNeck";
  2611. explosionShielding = 0.5;
  2612. material = -1;
  2613. minimalHit = 0.01;
  2614. name = "head";
  2615. passThrough = 0.8;
  2616. radius = 0.2;
  2617. };
  2618. class HitPelvis
  2619. {
  2620. armor = 6;
  2621. depends = "0";
  2622. explosionShielding = 1;
  2623. material = -1;
  2624. minimalHit = 0.01;
  2625. name = "pelvis";
  2626. passThrough = 0.8;
  2627. radius = 0.24;
  2628. visual = "injury_body";
  2629. };
  2630. class HitAbdomen: HitPelvis
  2631. {
  2632. armor = 1;
  2633. depends = "0";
  2634. explosionShielding = 1;
  2635. material = -1;
  2636. minimalHit = 0.01;
  2637. name = "spine1";
  2638. passThrough = 0.8;
  2639. radius = 0.16;
  2640. visual = "injury_body";
  2641. };
  2642. class HitDiaphragm: HitAbdomen
  2643. {
  2644. armor = 1;
  2645. depends = "0";
  2646. explosionShielding = 6;
  2647. material = -1;
  2648. minimalHit = 0.01;
  2649. name = "spine2";
  2650. passThrough = 0.8;
  2651. radius = 0.18;
  2652. visual = "injury_body";
  2653. };
  2654. class HitChest: HitDiaphragm
  2655. {
  2656. armor = 1;
  2657. depends = "0";
  2658. explosionShielding = 6;
  2659. material = -1;
  2660. minimalHit = 0.01;
  2661. name = "spine3";
  2662. passThrough = 0.8;
  2663. radius = 0.18;
  2664. visual = "injury_body";
  2665. };
  2666. class HitBody: HitChest
  2667. {
  2668. armor = 1000;
  2669. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2670. explosionShielding = 6;
  2671. material = -1;
  2672. minimalHit = 0.01;
  2673. name = "body";
  2674. passThrough = 1;
  2675. radius = 0;
  2676. visual = "injury_body";
  2677. };
  2678. class HitArms
  2679. {
  2680. armor = 3;
  2681. depends = "0";
  2682. explosionShielding = 1;
  2683. material = -1;
  2684. minimalHit = 0.01;
  2685. name = "arms";
  2686. passThrough = 1;
  2687. radius = 0.1;
  2688. visual = "injury_hands";
  2689. };
  2690. class HitHands: HitArms
  2691. {
  2692. armor = 3;
  2693. depends = "HitArms";
  2694. explosionShielding = 1;
  2695. material = -1;
  2696. minimalHit = 0.01;
  2697. name = "hands";
  2698. passThrough = 1;
  2699. radius = 0.1;
  2700. visual = "injury_hands";
  2701. };
  2702. class HitLegs
  2703. {
  2704. armor = 3;
  2705. depends = "0";
  2706. explosionShielding = 1;
  2707. material = -1;
  2708. minimalHit = 0.01;
  2709. name = "legs";
  2710. passThrough = 1;
  2711. radius = 0.14;
  2712. visual = "injury_legs";
  2713. };
  2714. class Incapacitated
  2715. {
  2716. armor = 1000;
  2717. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2718. explosionShielding = 1;
  2719. material = -1;
  2720. minimalHit = 0;
  2721. name = "body";
  2722. passThrough = 1;
  2723. radius = 0;
  2724. visual = "";
  2725. };
  2726. };
  2727. };
  2728. class SWOP_StormTFO_Exec_F: O_Soldier_base_F
  2729. {
  2730. htMax = 1800;
  2731. htMin = 60;
  2732. class HitPoints
  2733. {
  2734. class HitFace
  2735. {
  2736. armor = 1;
  2737. explosionShielding = 0.1;
  2738. material = -1;
  2739. minimalHit = 0.01;
  2740. name = "face_hub";
  2741. passThrough = 0.8;
  2742. radius = 0.08;
  2743. };
  2744. class HitNeck: HitFace
  2745. {
  2746. armor = 1;
  2747. explosionShielding = 0.5;
  2748. material = -1;
  2749. minimalHit = 0.01;
  2750. name = "neck";
  2751. passThrough = 0.8;
  2752. radius = 0.1;
  2753. };
  2754. class HitHead: HitNeck
  2755. {
  2756. armor = 1;
  2757. depends = "HitFace max HitNeck";
  2758. explosionShielding = 0.5;
  2759. material = -1;
  2760. minimalHit = 0.01;
  2761. name = "head";
  2762. passThrough = 0.8;
  2763. radius = 0.2;
  2764. };
  2765. class HitPelvis
  2766. {
  2767. armor = 6;
  2768. depends = "0";
  2769. explosionShielding = 1;
  2770. material = -1;
  2771. minimalHit = 0.01;
  2772. name = "pelvis";
  2773. passThrough = 0.8;
  2774. radius = 0.24;
  2775. visual = "injury_body";
  2776. };
  2777. class HitAbdomen: HitPelvis
  2778. {
  2779. armor = 1;
  2780. depends = "0";
  2781. explosionShielding = 1;
  2782. material = -1;
  2783. minimalHit = 0.01;
  2784. name = "spine1";
  2785. passThrough = 0.8;
  2786. radius = 0.16;
  2787. visual = "injury_body";
  2788. };
  2789. class HitDiaphragm: HitAbdomen
  2790. {
  2791. armor = 1;
  2792. depends = "0";
  2793. explosionShielding = 6;
  2794. material = -1;
  2795. minimalHit = 0.01;
  2796. name = "spine2";
  2797. passThrough = 0.8;
  2798. radius = 0.18;
  2799. visual = "injury_body";
  2800. };
  2801. class HitChest: HitDiaphragm
  2802. {
  2803. armor = 1;
  2804. depends = "0";
  2805. explosionShielding = 6;
  2806. material = -1;
  2807. minimalHit = 0.01;
  2808. name = "spine3";
  2809. passThrough = 0.8;
  2810. radius = 0.18;
  2811. visual = "injury_body";
  2812. };
  2813. class HitBody: HitChest
  2814. {
  2815. armor = 1000;
  2816. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2817. explosionShielding = 6;
  2818. material = -1;
  2819. minimalHit = 0.01;
  2820. name = "body";
  2821. passThrough = 1;
  2822. radius = 0;
  2823. visual = "injury_body";
  2824. };
  2825. class HitArms
  2826. {
  2827. armor = 3;
  2828. depends = "0";
  2829. explosionShielding = 1;
  2830. material = -1;
  2831. minimalHit = 0.01;
  2832. name = "arms";
  2833. passThrough = 1;
  2834. radius = 0.1;
  2835. visual = "injury_hands";
  2836. };
  2837. class HitHands: HitArms
  2838. {
  2839. armor = 3;
  2840. depends = "HitArms";
  2841. explosionShielding = 1;
  2842. material = -1;
  2843. minimalHit = 0.01;
  2844. name = "hands";
  2845. passThrough = 1;
  2846. radius = 0.1;
  2847. visual = "injury_hands";
  2848. };
  2849. class HitLegs
  2850. {
  2851. armor = 3;
  2852. depends = "0";
  2853. explosionShielding = 1;
  2854. material = -1;
  2855. minimalHit = 0.01;
  2856. name = "legs";
  2857. passThrough = 1;
  2858. radius = 0.14;
  2859. visual = "injury_legs";
  2860. };
  2861. class Incapacitated
  2862. {
  2863. armor = 1000;
  2864. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2865. explosionShielding = 1;
  2866. material = -1;
  2867. minimalHit = 0;
  2868. name = "body";
  2869. passThrough = 1;
  2870. radius = 0;
  2871. visual = "";
  2872. };
  2873. };
  2874. };
  2875. class SWOP_ST_clear_F: O_Soldier_base_F
  2876. {
  2877. htMax = 1800;
  2878. htMin = 60;
  2879. class HitPoints
  2880. {
  2881. class HitFace
  2882. {
  2883. armor = 1;
  2884. explosionShielding = 0.1;
  2885. material = -1;
  2886. minimalHit = 0.01;
  2887. name = "face_hub";
  2888. passThrough = 0.8;
  2889. radius = 0.08;
  2890. };
  2891. class HitNeck: HitFace
  2892. {
  2893. armor = 1;
  2894. explosionShielding = 0.5;
  2895. material = -1;
  2896. minimalHit = 0.01;
  2897. name = "neck";
  2898. passThrough = 0.8;
  2899. radius = 0.1;
  2900. };
  2901. class HitHead: HitNeck
  2902. {
  2903. armor = 1;
  2904. depends = "HitFace max HitNeck";
  2905. explosionShielding = 0.5;
  2906. material = -1;
  2907. minimalHit = 0.01;
  2908. name = "head";
  2909. passThrough = 0.8;
  2910. radius = 0.2;
  2911. };
  2912. class HitPelvis
  2913. {
  2914. armor = 6;
  2915. depends = "0";
  2916. explosionShielding = 1;
  2917. material = -1;
  2918. minimalHit = 0.01;
  2919. name = "pelvis";
  2920. passThrough = 0.8;
  2921. radius = 0.24;
  2922. visual = "injury_body";
  2923. };
  2924. class HitAbdomen: HitPelvis
  2925. {
  2926. armor = 1;
  2927. depends = "0";
  2928. explosionShielding = 1;
  2929. material = -1;
  2930. minimalHit = 0.01;
  2931. name = "spine1";
  2932. passThrough = 0.8;
  2933. radius = 0.16;
  2934. visual = "injury_body";
  2935. };
  2936. class HitDiaphragm: HitAbdomen
  2937. {
  2938. armor = 1;
  2939. depends = "0";
  2940. explosionShielding = 6;
  2941. material = -1;
  2942. minimalHit = 0.01;
  2943. name = "spine2";
  2944. passThrough = 0.8;
  2945. radius = 0.18;
  2946. visual = "injury_body";
  2947. };
  2948. class HitChest: HitDiaphragm
  2949. {
  2950. armor = 1;
  2951. depends = "0";
  2952. explosionShielding = 6;
  2953. material = -1;
  2954. minimalHit = 0.01;
  2955. name = "spine3";
  2956. passThrough = 0.8;
  2957. radius = 0.18;
  2958. visual = "injury_body";
  2959. };
  2960. class HitBody: HitChest
  2961. {
  2962. armor = 1000;
  2963. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2964. explosionShielding = 6;
  2965. material = -1;
  2966. minimalHit = 0.01;
  2967. name = "body";
  2968. passThrough = 1;
  2969. radius = 0;
  2970. visual = "injury_body";
  2971. };
  2972. class HitArms
  2973. {
  2974. armor = 3;
  2975. depends = "0";
  2976. explosionShielding = 1;
  2977. material = -1;
  2978. minimalHit = 0.01;
  2979. name = "arms";
  2980. passThrough = 1;
  2981. radius = 0.1;
  2982. visual = "injury_hands";
  2983. };
  2984. class HitHands: HitArms
  2985. {
  2986. armor = 3;
  2987. depends = "HitArms";
  2988. explosionShielding = 1;
  2989. material = -1;
  2990. minimalHit = 0.01;
  2991. name = "hands";
  2992. passThrough = 1;
  2993. radius = 0.1;
  2994. visual = "injury_hands";
  2995. };
  2996. class HitLegs
  2997. {
  2998. armor = 3;
  2999. depends = "0";
  3000. explosionShielding = 1;
  3001. material = -1;
  3002. minimalHit = 0.01;
  3003. name = "legs";
  3004. passThrough = 1;
  3005. radius = 0.14;
  3006. visual = "injury_legs";
  3007. };
  3008. class Incapacitated
  3009. {
  3010. armor = 1000;
  3011. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3012. explosionShielding = 1;
  3013. material = -1;
  3014. minimalHit = 0;
  3015. name = "body";
  3016. passThrough = 1;
  3017. radius = 0;
  3018. visual = "";
  3019. };
  3020. };
  3021. };
  3022. class SWOP_ST_jump_F: O_Soldier_base_F
  3023. {
  3024. htMax = 1800;
  3025. htMin = 60;
  3026. class HitPoints
  3027. {
  3028. class HitFace
  3029. {
  3030. armor = 1;
  3031. explosionShielding = 0.1;
  3032. material = -1;
  3033. minimalHit = 0.01;
  3034. name = "face_hub";
  3035. passThrough = 0.8;
  3036. radius = 0.08;
  3037. };
  3038. class HitNeck: HitFace
  3039. {
  3040. armor = 1;
  3041. explosionShielding = 0.5;
  3042. material = -1;
  3043. minimalHit = 0.01;
  3044. name = "neck";
  3045. passThrough = 0.8;
  3046. radius = 0.1;
  3047. };
  3048. class HitHead: HitNeck
  3049. {
  3050. armor = 1;
  3051. depends = "HitFace max HitNeck";
  3052. explosionShielding = 0.5;
  3053. material = -1;
  3054. minimalHit = 0.01;
  3055. name = "head";
  3056. passThrough = 0.8;
  3057. radius = 0.2;
  3058. };
  3059. class HitPelvis
  3060. {
  3061. armor = 6;
  3062. depends = "0";
  3063. explosionShielding = 1;
  3064. material = -1;
  3065. minimalHit = 0.01;
  3066. name = "pelvis";
  3067. passThrough = 0.8;
  3068. radius = 0.24;
  3069. visual = "injury_body";
  3070. };
  3071. class HitAbdomen: HitPelvis
  3072. {
  3073. armor = 1;
  3074. depends = "0";
  3075. explosionShielding = 1;
  3076. material = -1;
  3077. minimalHit = 0.01;
  3078. name = "spine1";
  3079. passThrough = 0.8;
  3080. radius = 0.16;
  3081. visual = "injury_body";
  3082. };
  3083. class HitDiaphragm: HitAbdomen
  3084. {
  3085. armor = 1;
  3086. depends = "0";
  3087. explosionShielding = 6;
  3088. material = -1;
  3089. minimalHit = 0.01;
  3090. name = "spine2";
  3091. passThrough = 0.8;
  3092. radius = 0.18;
  3093. visual = "injury_body";
  3094. };
  3095. class HitChest: HitDiaphragm
  3096. {
  3097. armor = 1;
  3098. depends = "0";
  3099. explosionShielding = 6;
  3100. material = -1;
  3101. minimalHit = 0.01;
  3102. name = "spine3";
  3103. passThrough = 0.8;
  3104. radius = 0.18;
  3105. visual = "injury_body";
  3106. };
  3107. class HitBody: HitChest
  3108. {
  3109. armor = 1000;
  3110. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3111. explosionShielding = 6;
  3112. material = -1;
  3113. minimalHit = 0.01;
  3114. name = "body";
  3115. passThrough = 1;
  3116. radius = 0;
  3117. visual = "injury_body";
  3118. };
  3119. class HitArms
  3120. {
  3121. armor = 3;
  3122. depends = "0";
  3123. explosionShielding = 1;
  3124. material = -1;
  3125. minimalHit = 0.01;
  3126. name = "arms";
  3127. passThrough = 1;
  3128. radius = 0.1;
  3129. visual = "injury_hands";
  3130. };
  3131. class HitHands: HitArms
  3132. {
  3133. armor = 3;
  3134. depends = "HitArms";
  3135. explosionShielding = 1;
  3136. material = -1;
  3137. minimalHit = 0.01;
  3138. name = "hands";
  3139. passThrough = 1;
  3140. radius = 0.1;
  3141. visual = "injury_hands";
  3142. };
  3143. class HitLegs
  3144. {
  3145. armor = 3;
  3146. depends = "0";
  3147. explosionShielding = 1;
  3148. material = -1;
  3149. minimalHit = 0.01;
  3150. name = "legs";
  3151. passThrough = 1;
  3152. radius = 0.14;
  3153. visual = "injury_legs";
  3154. };
  3155. class Incapacitated
  3156. {
  3157. armor = 1000;
  3158. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3159. explosionShielding = 1;
  3160. material = -1;
  3161. minimalHit = 0;
  3162. name = "body";
  3163. passThrough = 1;
  3164. radius = 0;
  3165. visual = "";
  3166. };
  3167. };
  3168. };
  3169. class SWOP_GreClothes_reb_F: O_Soldier_base_F
  3170. {
  3171. htMax = 1800;
  3172. htMin = 60;
  3173. class HitPoints
  3174. {
  3175. class HitFace
  3176. {
  3177. armor = 1;
  3178. explosionShielding = 0.1;
  3179. material = -1;
  3180. minimalHit = 0.01;
  3181. name = "face_hub";
  3182. passThrough = 0.8;
  3183. radius = 0.08;
  3184. };
  3185. class HitNeck: HitFace
  3186. {
  3187. armor = 1;
  3188. explosionShielding = 0.5;
  3189. material = -1;
  3190. minimalHit = 0.01;
  3191. name = "neck";
  3192. passThrough = 0.8;
  3193. radius = 0.1;
  3194. };
  3195. class HitHead: HitNeck
  3196. {
  3197. armor = 1;
  3198. depends = "HitFace max HitNeck";
  3199. explosionShielding = 0.5;
  3200. material = -1;
  3201. minimalHit = 0.01;
  3202. name = "head";
  3203. passThrough = 0.8;
  3204. radius = 0.2;
  3205. };
  3206. class HitPelvis
  3207. {
  3208. armor = 6;
  3209. depends = "0";
  3210. explosionShielding = 1;
  3211. material = -1;
  3212. minimalHit = 0.01;
  3213. name = "pelvis";
  3214. passThrough = 0.8;
  3215. radius = 0.24;
  3216. visual = "injury_body";
  3217. };
  3218. class HitAbdomen: HitPelvis
  3219. {
  3220. armor = 1;
  3221. depends = "0";
  3222. explosionShielding = 1;
  3223. material = -1;
  3224. minimalHit = 0.01;
  3225. name = "spine1";
  3226. passThrough = 0.8;
  3227. radius = 0.16;
  3228. visual = "injury_body";
  3229. };
  3230. class HitDiaphragm: HitAbdomen
  3231. {
  3232. armor = 1;
  3233. depends = "0";
  3234. explosionShielding = 6;
  3235. material = -1;
  3236. minimalHit = 0.01;
  3237. name = "spine2";
  3238. passThrough = 0.8;
  3239. radius = 0.18;
  3240. visual = "injury_body";
  3241. };
  3242. class HitChest: HitDiaphragm
  3243. {
  3244. armor = 1;
  3245. depends = "0";
  3246. explosionShielding = 6;
  3247. material = -1;
  3248. minimalHit = 0.01;
  3249. name = "spine3";
  3250. passThrough = 0.8;
  3251. radius = 0.18;
  3252. visual = "injury_body";
  3253. };
  3254. class HitBody: HitChest
  3255. {
  3256. armor = 1000;
  3257. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3258. explosionShielding = 6;
  3259. material = -1;
  3260. minimalHit = 0.01;
  3261. name = "body";
  3262. passThrough = 1;
  3263. radius = 0;
  3264. visual = "injury_body";
  3265. };
  3266. class HitArms
  3267. {
  3268. armor = 3;
  3269. depends = "0";
  3270. explosionShielding = 1;
  3271. material = -1;
  3272. minimalHit = 0.01;
  3273. name = "arms";
  3274. passThrough = 1;
  3275. radius = 0.1;
  3276. visual = "injury_hands";
  3277. };
  3278. class HitHands: HitArms
  3279. {
  3280. armor = 3;
  3281. depends = "HitArms";
  3282. explosionShielding = 1;
  3283. material = -1;
  3284. minimalHit = 0.01;
  3285. name = "hands";
  3286. passThrough = 1;
  3287. radius = 0.1;
  3288. visual = "injury_hands";
  3289. };
  3290. class HitLegs
  3291. {
  3292. armor = 3;
  3293. depends = "0";
  3294. explosionShielding = 1;
  3295. material = -1;
  3296. minimalHit = 0.01;
  3297. name = "legs";
  3298. passThrough = 1;
  3299. radius = 0.14;
  3300. visual = "injury_legs";
  3301. };
  3302. class Incapacitated
  3303. {
  3304. armor = 1000;
  3305. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3306. explosionShielding = 1;
  3307. material = -1;
  3308. minimalHit = 0;
  3309. name = "body";
  3310. passThrough = 1;
  3311. radius = 0;
  3312. visual = "";
  3313. };
  3314. };
  3315. };
  3316. class SWOP_Reb_f_DB_F: O_Soldier_base_F
  3317. {
  3318. htMax = 1800;
  3319. htMin = 60;
  3320. class HitPoints
  3321. {
  3322. class HitFace
  3323. {
  3324. armor = 1;
  3325. explosionShielding = 0.1;
  3326. material = -1;
  3327. minimalHit = 0.01;
  3328. name = "face_hub";
  3329. passThrough = 0.8;
  3330. radius = 0.08;
  3331. };
  3332. class HitNeck: HitFace
  3333. {
  3334. armor = 1;
  3335. explosionShielding = 0.5;
  3336. material = -1;
  3337. minimalHit = 0.01;
  3338. name = "neck";
  3339. passThrough = 0.8;
  3340. radius = 0.1;
  3341. };
  3342. class HitHead: HitNeck
  3343. {
  3344. armor = 1;
  3345. depends = "HitFace max HitNeck";
  3346. explosionShielding = 0.5;
  3347. material = -1;
  3348. minimalHit = 0.01;
  3349. name = "head";
  3350. passThrough = 0.8;
  3351. radius = 0.2;
  3352. };
  3353. class HitPelvis
  3354. {
  3355. armor = 6;
  3356. depends = "0";
  3357. explosionShielding = 1;
  3358. material = -1;
  3359. minimalHit = 0.01;
  3360. name = "pelvis";
  3361. passThrough = 0.8;
  3362. radius = 0.24;
  3363. visual = "injury_body";
  3364. };
  3365. class HitAbdomen: HitPelvis
  3366. {
  3367. armor = 1;
  3368. depends = "0";
  3369. explosionShielding = 1;
  3370. material = -1;
  3371. minimalHit = 0.01;
  3372. name = "spine1";
  3373. passThrough = 0.8;
  3374. radius = 0.16;
  3375. visual = "injury_body";
  3376. };
  3377. class HitDiaphragm: HitAbdomen
  3378. {
  3379. armor = 1;
  3380. depends = "0";
  3381. explosionShielding = 6;
  3382. material = -1;
  3383. minimalHit = 0.01;
  3384. name = "spine2";
  3385. passThrough = 0.8;
  3386. radius = 0.18;
  3387. visual = "injury_body";
  3388. };
  3389. class HitChest: HitDiaphragm
  3390. {
  3391. armor = 1;
  3392. depends = "0";
  3393. explosionShielding = 6;
  3394. material = -1;
  3395. minimalHit = 0.01;
  3396. name = "spine3";
  3397. passThrough = 0.8;
  3398. radius = 0.18;
  3399. visual = "injury_body";
  3400. };
  3401. class HitBody: HitChest
  3402. {
  3403. armor = 1000;
  3404. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3405. explosionShielding = 6;
  3406. material = -1;
  3407. minimalHit = 0.01;
  3408. name = "body";
  3409. passThrough = 1;
  3410. radius = 0;
  3411. visual = "injury_body";
  3412. };
  3413. class HitArms
  3414. {
  3415. armor = 3;
  3416. depends = "0";
  3417. explosionShielding = 1;
  3418. material = -1;
  3419. minimalHit = 0.01;
  3420. name = "arms";
  3421. passThrough = 1;
  3422. radius = 0.1;
  3423. visual = "injury_hands";
  3424. };
  3425. class HitHands: HitArms
  3426. {
  3427. armor = 3;
  3428. depends = "HitArms";
  3429. explosionShielding = 1;
  3430. material = -1;
  3431. minimalHit = 0.01;
  3432. name = "hands";
  3433. passThrough = 1;
  3434. radius = 0.1;
  3435. visual = "injury_hands";
  3436. };
  3437. class HitLegs
  3438. {
  3439. armor = 3;
  3440. depends = "0";
  3441. explosionShielding = 1;
  3442. material = -1;
  3443. minimalHit = 0.01;
  3444. name = "legs";
  3445. passThrough = 1;
  3446. radius = 0.14;
  3447. visual = "injury_legs";
  3448. };
  3449. class Incapacitated
  3450. {
  3451. armor = 1000;
  3452. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3453. explosionShielding = 1;
  3454. material = -1;
  3455. minimalHit = 0;
  3456. name = "body";
  3457. passThrough = 1;
  3458. radius = 0;
  3459. visual = "";
  3460. };
  3461. };
  3462. };
  3463. class SWOP_Reb_f_WB_F: O_Soldier_base_F
  3464. {
  3465. htMax = 1800;
  3466. htMin = 60;
  3467. class HitPoints
  3468. {
  3469. class HitFace
  3470. {
  3471. armor = 1;
  3472. explosionShielding = 0.1;
  3473. material = -1;
  3474. minimalHit = 0.01;
  3475. name = "face_hub";
  3476. passThrough = 0.8;
  3477. radius = 0.08;
  3478. };
  3479. class HitNeck: HitFace
  3480. {
  3481. armor = 1;
  3482. explosionShielding = 0.5;
  3483. material = -1;
  3484. minimalHit = 0.01;
  3485. name = "neck";
  3486. passThrough = 0.8;
  3487. radius = 0.1;
  3488. };
  3489. class HitHead: HitNeck
  3490. {
  3491. armor = 1;
  3492. depends = "HitFace max HitNeck";
  3493. explosionShielding = 0.5;
  3494. material = -1;
  3495. minimalHit = 0.01;
  3496. name = "head";
  3497. passThrough = 0.8;
  3498. radius = 0.2;
  3499. };
  3500. class HitPelvis
  3501. {
  3502. armor = 6;
  3503. depends = "0";
  3504. explosionShielding = 1;
  3505. material = -1;
  3506. minimalHit = 0.01;
  3507. name = "pelvis";
  3508. passThrough = 0.8;
  3509. radius = 0.24;
  3510. visual = "injury_body";
  3511. };
  3512. class HitAbdomen: HitPelvis
  3513. {
  3514. armor = 1;
  3515. depends = "0";
  3516. explosionShielding = 1;
  3517. material = -1;
  3518. minimalHit = 0.01;
  3519. name = "spine1";
  3520. passThrough = 0.8;
  3521. radius = 0.16;
  3522. visual = "injury_body";
  3523. };
  3524. class HitDiaphragm: HitAbdomen
  3525. {
  3526. armor = 1;
  3527. depends = "0";
  3528. explosionShielding = 6;
  3529. material = -1;
  3530. minimalHit = 0.01;
  3531. name = "spine2";
  3532. passThrough = 0.8;
  3533. radius = 0.18;
  3534. visual = "injury_body";
  3535. };
  3536. class HitChest: HitDiaphragm
  3537. {
  3538. armor = 1;
  3539. depends = "0";
  3540. explosionShielding = 6;
  3541. material = -1;
  3542. minimalHit = 0.01;
  3543. name = "spine3";
  3544. passThrough = 0.8;
  3545. radius = 0.18;
  3546. visual = "injury_body";
  3547. };
  3548. class HitBody: HitChest
  3549. {
  3550. armor = 1000;
  3551. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3552. explosionShielding = 6;
  3553. material = -1;
  3554. minimalHit = 0.01;
  3555. name = "body";
  3556. passThrough = 1;
  3557. radius = 0;
  3558. visual = "injury_body";
  3559. };
  3560. class HitArms
  3561. {
  3562. armor = 3;
  3563. depends = "0";
  3564. explosionShielding = 1;
  3565. material = -1;
  3566. minimalHit = 0.01;
  3567. name = "arms";
  3568. passThrough = 1;
  3569. radius = 0.1;
  3570. visual = "injury_hands";
  3571. };
  3572. class HitHands: HitArms
  3573. {
  3574. armor = 3;
  3575. depends = "HitArms";
  3576. explosionShielding = 1;
  3577. material = -1;
  3578. minimalHit = 0.01;
  3579. name = "hands";
  3580. passThrough = 1;
  3581. radius = 0.1;
  3582. visual = "injury_hands";
  3583. };
  3584. class HitLegs
  3585. {
  3586. armor = 3;
  3587. depends = "0";
  3588. explosionShielding = 1;
  3589. material = -1;
  3590. minimalHit = 0.01;
  3591. name = "legs";
  3592. passThrough = 1;
  3593. radius = 0.14;
  3594. visual = "injury_legs";
  3595. };
  3596. class Incapacitated
  3597. {
  3598. armor = 1000;
  3599. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3600. explosionShielding = 1;
  3601. material = -1;
  3602. minimalHit = 0;
  3603. name = "body";
  3604. passThrough = 1;
  3605. radius = 0;
  3606. visual = "";
  3607. };
  3608. };
  3609. };
  3610. class SWOP_RebU_F: O_Soldier_base_F
  3611. {
  3612. htMax = 1800;
  3613. htMin = 60;
  3614. class HitPoints
  3615. {
  3616. class HitFace
  3617. {
  3618. armor = 1;
  3619. explosionShielding = 0.1;
  3620. material = -1;
  3621. minimalHit = 0.01;
  3622. name = "face_hub";
  3623. passThrough = 0.8;
  3624. radius = 0.08;
  3625. };
  3626. class HitNeck: HitFace
  3627. {
  3628. armor = 1;
  3629. explosionShielding = 0.5;
  3630. material = -1;
  3631. minimalHit = 0.01;
  3632. name = "neck";
  3633. passThrough = 0.8;
  3634. radius = 0.1;
  3635. };
  3636. class HitHead: HitNeck
  3637. {
  3638. armor = 1;
  3639. depends = "HitFace max HitNeck";
  3640. explosionShielding = 0.5;
  3641. material = -1;
  3642. minimalHit = 0.01;
  3643. name = "head";
  3644. passThrough = 0.8;
  3645. radius = 0.2;
  3646. };
  3647. class HitPelvis
  3648. {
  3649. armor = 6;
  3650. depends = "0";
  3651. explosionShielding = 1;
  3652. material = -1;
  3653. minimalHit = 0.01;
  3654. name = "pelvis";
  3655. passThrough = 0.8;
  3656. radius = 0.24;
  3657. visual = "injury_body";
  3658. };
  3659. class HitAbdomen: HitPelvis
  3660. {
  3661. armor = 1;
  3662. depends = "0";
  3663. explosionShielding = 1;
  3664. material = -1;
  3665. minimalHit = 0.01;
  3666. name = "spine1";
  3667. passThrough = 0.8;
  3668. radius = 0.16;
  3669. visual = "injury_body";
  3670. };
  3671. class HitDiaphragm: HitAbdomen
  3672. {
  3673. armor = 1;
  3674. depends = "0";
  3675. explosionShielding = 6;
  3676. material = -1;
  3677. minimalHit = 0.01;
  3678. name = "spine2";
  3679. passThrough = 0.8;
  3680. radius = 0.18;
  3681. visual = "injury_body";
  3682. };
  3683. class HitChest: HitDiaphragm
  3684. {
  3685. armor = 1;
  3686. depends = "0";
  3687. explosionShielding = 6;
  3688. material = -1;
  3689. minimalHit = 0.01;
  3690. name = "spine3";
  3691. passThrough = 0.8;
  3692. radius = 0.18;
  3693. visual = "injury_body";
  3694. };
  3695. class HitBody: HitChest
  3696. {
  3697. armor = 1000;
  3698. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3699. explosionShielding = 6;
  3700. material = -1;
  3701. minimalHit = 0.01;
  3702. name = "body";
  3703. passThrough = 1;
  3704. radius = 0;
  3705. visual = "injury_body";
  3706. };
  3707. class HitArms
  3708. {
  3709. armor = 3;
  3710. depends = "0";
  3711. explosionShielding = 1;
  3712. material = -1;
  3713. minimalHit = 0.01;
  3714. name = "arms";
  3715. passThrough = 1;
  3716. radius = 0.1;
  3717. visual = "injury_hands";
  3718. };
  3719. class HitHands: HitArms
  3720. {
  3721. armor = 3;
  3722. depends = "HitArms";
  3723. explosionShielding = 1;
  3724. material = -1;
  3725. minimalHit = 0.01;
  3726. name = "hands";
  3727. passThrough = 1;
  3728. radius = 0.1;
  3729. visual = "injury_hands";
  3730. };
  3731. class HitLegs
  3732. {
  3733. armor = 3;
  3734. depends = "0";
  3735. explosionShielding = 1;
  3736. material = -1;
  3737. minimalHit = 0.01;
  3738. name = "legs";
  3739. passThrough = 1;
  3740. radius = 0.14;
  3741. visual = "injury_legs";
  3742. };
  3743. class Incapacitated
  3744. {
  3745. armor = 1000;
  3746. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3747. explosionShielding = 1;
  3748. material = -1;
  3749. minimalHit = 0;
  3750. name = "body";
  3751. passThrough = 1;
  3752. radius = 0;
  3753. visual = "";
  3754. };
  3755. };
  3756. };
  3757. class SWOP_RebT_F: O_Soldier_base_F
  3758. {
  3759. htMax = 1800;
  3760. htMin = 60;
  3761. class HitPoints
  3762. {
  3763. class HitFace
  3764. {
  3765. armor = 1;
  3766. explosionShielding = 0.1;
  3767. material = -1;
  3768. minimalHit = 0.01;
  3769. name = "face_hub";
  3770. passThrough = 0.8;
  3771. radius = 0.08;
  3772. };
  3773. class HitNeck: HitFace
  3774. {
  3775. armor = 1;
  3776. explosionShielding = 0.5;
  3777. material = -1;
  3778. minimalHit = 0.01;
  3779. name = "neck";
  3780. passThrough = 0.8;
  3781. radius = 0.1;
  3782. };
  3783. class HitHead: HitNeck
  3784. {
  3785. armor = 1;
  3786. depends = "HitFace max HitNeck";
  3787. explosionShielding = 0.5;
  3788. material = -1;
  3789. minimalHit = 0.01;
  3790. name = "head";
  3791. passThrough = 0.8;
  3792. radius = 0.2;
  3793. };
  3794. class HitPelvis
  3795. {
  3796. armor = 6;
  3797. depends = "0";
  3798. explosionShielding = 1;
  3799. material = -1;
  3800. minimalHit = 0.01;
  3801. name = "pelvis";
  3802. passThrough = 0.8;
  3803. radius = 0.24;
  3804. visual = "injury_body";
  3805. };
  3806. class HitAbdomen: HitPelvis
  3807. {
  3808. armor = 1;
  3809. depends = "0";
  3810. explosionShielding = 1;
  3811. material = -1;
  3812. minimalHit = 0.01;
  3813. name = "spine1";
  3814. passThrough = 0.8;
  3815. radius = 0.16;
  3816. visual = "injury_body";
  3817. };
  3818. class HitDiaphragm: HitAbdomen
  3819. {
  3820. armor = 1;
  3821. depends = "0";
  3822. explosionShielding = 6;
  3823. material = -1;
  3824. minimalHit = 0.01;
  3825. name = "spine2";
  3826. passThrough = 0.8;
  3827. radius = 0.18;
  3828. visual = "injury_body";
  3829. };
  3830. class HitChest: HitDiaphragm
  3831. {
  3832. armor = 1;
  3833. depends = "0";
  3834. explosionShielding = 6;
  3835. material = -1;
  3836. minimalHit = 0.01;
  3837. name = "spine3";
  3838. passThrough = 0.8;
  3839. radius = 0.18;
  3840. visual = "injury_body";
  3841. };
  3842. class HitBody: HitChest
  3843. {
  3844. armor = 1000;
  3845. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3846. explosionShielding = 6;
  3847. material = -1;
  3848. minimalHit = 0.01;
  3849. name = "body";
  3850. passThrough = 1;
  3851. radius = 0;
  3852. visual = "injury_body";
  3853. };
  3854. class HitArms
  3855. {
  3856. armor = 3;
  3857. depends = "0";
  3858. explosionShielding = 1;
  3859. material = -1;
  3860. minimalHit = 0.01;
  3861. name = "arms";
  3862. passThrough = 1;
  3863. radius = 0.1;
  3864. visual = "injury_hands";
  3865. };
  3866. class HitHands: HitArms
  3867. {
  3868. armor = 3;
  3869. depends = "HitArms";
  3870. explosionShielding = 1;
  3871. material = -1;
  3872. minimalHit = 0.01;
  3873. name = "hands";
  3874. passThrough = 1;
  3875. radius = 0.1;
  3876. visual = "injury_hands";
  3877. };
  3878. class HitLegs
  3879. {
  3880. armor = 3;
  3881. depends = "0";
  3882. explosionShielding = 1;
  3883. material = -1;
  3884. minimalHit = 0.01;
  3885. name = "legs";
  3886. passThrough = 1;
  3887. radius = 0.14;
  3888. visual = "injury_legs";
  3889. };
  3890. class Incapacitated
  3891. {
  3892. armor = 1000;
  3893. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3894. explosionShielding = 1;
  3895. material = -1;
  3896. minimalHit = 0;
  3897. name = "body";
  3898. passThrough = 1;
  3899. radius = 0;
  3900. visual = "";
  3901. };
  3902. };
  3903. };
  3904. class SWOP_RebSc_Bl: O_Soldier_base_F
  3905. {
  3906. htMax = 1800;
  3907. htMin = 60;
  3908. class HitPoints
  3909. {
  3910. class HitFace
  3911. {
  3912. armor = 1;
  3913. explosionShielding = 0.1;
  3914. material = -1;
  3915. minimalHit = 0.01;
  3916. name = "face_hub";
  3917. passThrough = 0.8;
  3918. radius = 0.08;
  3919. };
  3920. class HitNeck: HitFace
  3921. {
  3922. armor = 1;
  3923. explosionShielding = 0.5;
  3924. material = -1;
  3925. minimalHit = 0.01;
  3926. name = "neck";
  3927. passThrough = 0.8;
  3928. radius = 0.1;
  3929. };
  3930. class HitHead: HitNeck
  3931. {
  3932. armor = 1;
  3933. depends = "HitFace max HitNeck";
  3934. explosionShielding = 0.5;
  3935. material = -1;
  3936. minimalHit = 0.01;
  3937. name = "head";
  3938. passThrough = 0.8;
  3939. radius = 0.2;
  3940. };
  3941. class HitPelvis
  3942. {
  3943. armor = 6;
  3944. depends = "0";
  3945. explosionShielding = 1;
  3946. material = -1;
  3947. minimalHit = 0.01;
  3948. name = "pelvis";
  3949. passThrough = 0.8;
  3950. radius = 0.24;
  3951. visual = "injury_body";
  3952. };
  3953. class HitAbdomen: HitPelvis
  3954. {
  3955. armor = 1;
  3956. depends = "0";
  3957. explosionShielding = 1;
  3958. material = -1;
  3959. minimalHit = 0.01;
  3960. name = "spine1";
  3961. passThrough = 0.8;
  3962. radius = 0.16;
  3963. visual = "injury_body";
  3964. };
  3965. class HitDiaphragm: HitAbdomen
  3966. {
  3967. armor = 1;
  3968. depends = "0";
  3969. explosionShielding = 6;
  3970. material = -1;
  3971. minimalHit = 0.01;
  3972. name = "spine2";
  3973. passThrough = 0.8;
  3974. radius = 0.18;
  3975. visual = "injury_body";
  3976. };
  3977. class HitChest: HitDiaphragm
  3978. {
  3979. armor = 1;
  3980. depends = "0";
  3981. explosionShielding = 6;
  3982. material = -1;
  3983. minimalHit = 0.01;
  3984. name = "spine3";
  3985. passThrough = 0.8;
  3986. radius = 0.18;
  3987. visual = "injury_body";
  3988. };
  3989. class HitBody: HitChest
  3990. {
  3991. armor = 1000;
  3992. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3993. explosionShielding = 6;
  3994. material = -1;
  3995. minimalHit = 0.01;
  3996. name = "body";
  3997. passThrough = 1;
  3998. radius = 0;
  3999. visual = "injury_body";
  4000. };
  4001. class HitArms
  4002. {
  4003. armor = 3;
  4004. depends = "0";
  4005. explosionShielding = 1;
  4006. material = -1;
  4007. minimalHit = 0.01;
  4008. name = "arms";
  4009. passThrough = 1;
  4010. radius = 0.1;
  4011. visual = "injury_hands";
  4012. };
  4013. class HitHands: HitArms
  4014. {
  4015. armor = 3;
  4016. depends = "HitArms";
  4017. explosionShielding = 1;
  4018. material = -1;
  4019. minimalHit = 0.01;
  4020. name = "hands";
  4021. passThrough = 1;
  4022. radius = 0.1;
  4023. visual = "injury_hands";
  4024. };
  4025. class HitLegs
  4026. {
  4027. armor = 3;
  4028. depends = "0";
  4029. explosionShielding = 1;
  4030. material = -1;
  4031. minimalHit = 0.01;
  4032. name = "legs";
  4033. passThrough = 1;
  4034. radius = 0.14;
  4035. visual = "injury_legs";
  4036. };
  4037. class Incapacitated
  4038. {
  4039. armor = 1000;
  4040. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4041. explosionShielding = 1;
  4042. material = -1;
  4043. minimalHit = 0;
  4044. name = "body";
  4045. passThrough = 1;
  4046. radius = 0;
  4047. visual = "";
  4048. };
  4049. };
  4050. };
  4051. class SWOP_RebSc_B: O_Soldier_base_F
  4052. {
  4053. htMax = 1800;
  4054. htMin = 60;
  4055. class HitPoints
  4056. {
  4057. class HitFace
  4058. {
  4059. armor = 1;
  4060. explosionShielding = 0.1;
  4061. material = -1;
  4062. minimalHit = 0.01;
  4063. name = "face_hub";
  4064. passThrough = 0.8;
  4065. radius = 0.08;
  4066. };
  4067. class HitNeck: HitFace
  4068. {
  4069. armor = 1;
  4070. explosionShielding = 0.5;
  4071. material = -1;
  4072. minimalHit = 0.01;
  4073. name = "neck";
  4074. passThrough = 0.8;
  4075. radius = 0.1;
  4076. };
  4077. class HitHead: HitNeck
  4078. {
  4079. armor = 1;
  4080. depends = "HitFace max HitNeck";
  4081. explosionShielding = 0.5;
  4082. material = -1;
  4083. minimalHit = 0.01;
  4084. name = "head";
  4085. passThrough = 0.8;
  4086. radius = 0.2;
  4087. };
  4088. class HitPelvis
  4089. {
  4090. armor = 6;
  4091. depends = "0";
  4092. explosionShielding = 1;
  4093. material = -1;
  4094. minimalHit = 0.01;
  4095. name = "pelvis";
  4096. passThrough = 0.8;
  4097. radius = 0.24;
  4098. visual = "injury_body";
  4099. };
  4100. class HitAbdomen: HitPelvis
  4101. {
  4102. armor = 1;
  4103. depends = "0";
  4104. explosionShielding = 1;
  4105. material = -1;
  4106. minimalHit = 0.01;
  4107. name = "spine1";
  4108. passThrough = 0.8;
  4109. radius = 0.16;
  4110. visual = "injury_body";
  4111. };
  4112. class HitDiaphragm: HitAbdomen
  4113. {
  4114. armor = 1;
  4115. depends = "0";
  4116. explosionShielding = 6;
  4117. material = -1;
  4118. minimalHit = 0.01;
  4119. name = "spine2";
  4120. passThrough = 0.8;
  4121. radius = 0.18;
  4122. visual = "injury_body";
  4123. };
  4124. class HitChest: HitDiaphragm
  4125. {
  4126. armor = 1;
  4127. depends = "0";
  4128. explosionShielding = 6;
  4129. material = -1;
  4130. minimalHit = 0.01;
  4131. name = "spine3";
  4132. passThrough = 0.8;
  4133. radius = 0.18;
  4134. visual = "injury_body";
  4135. };
  4136. class HitBody: HitChest
  4137. {
  4138. armor = 1000;
  4139. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4140. explosionShielding = 6;
  4141. material = -1;
  4142. minimalHit = 0.01;
  4143. name = "body";
  4144. passThrough = 1;
  4145. radius = 0;
  4146. visual = "injury_body";
  4147. };
  4148. class HitArms
  4149. {
  4150. armor = 3;
  4151. depends = "0";
  4152. explosionShielding = 1;
  4153. material = -1;
  4154. minimalHit = 0.01;
  4155. name = "arms";
  4156. passThrough = 1;
  4157. radius = 0.1;
  4158. visual = "injury_hands";
  4159. };
  4160. class HitHands: HitArms
  4161. {
  4162. armor = 3;
  4163. depends = "HitArms";
  4164. explosionShielding = 1;
  4165. material = -1;
  4166. minimalHit = 0.01;
  4167. name = "hands";
  4168. passThrough = 1;
  4169. radius = 0.1;
  4170. visual = "injury_hands";
  4171. };
  4172. class HitLegs
  4173. {
  4174. armor = 3;
  4175. depends = "0";
  4176. explosionShielding = 1;
  4177. material = -1;
  4178. minimalHit = 0.01;
  4179. name = "legs";
  4180. passThrough = 1;
  4181. radius = 0.14;
  4182. visual = "injury_legs";
  4183. };
  4184. class Incapacitated
  4185. {
  4186. armor = 1000;
  4187. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4188. explosionShielding = 1;
  4189. material = -1;
  4190. minimalHit = 0;
  4191. name = "body";
  4192. passThrough = 1;
  4193. radius = 0;
  4194. visual = "";
  4195. };
  4196. };
  4197. };
  4198. class SWOP_RebS_F: O_Soldier_base_F
  4199. {
  4200. htMax = 1800;
  4201. htMin = 60;
  4202. class HitPoints
  4203. {
  4204. class HitFace
  4205. {
  4206. armor = 1;
  4207. explosionShielding = 0.1;
  4208. material = -1;
  4209. minimalHit = 0.01;
  4210. name = "face_hub";
  4211. passThrough = 0.8;
  4212. radius = 0.08;
  4213. };
  4214. class HitNeck: HitFace
  4215. {
  4216. armor = 1;
  4217. explosionShielding = 0.5;
  4218. material = -1;
  4219. minimalHit = 0.01;
  4220. name = "neck";
  4221. passThrough = 0.8;
  4222. radius = 0.1;
  4223. };
  4224. class HitHead: HitNeck
  4225. {
  4226. armor = 1;
  4227. depends = "HitFace max HitNeck";
  4228. explosionShielding = 0.5;
  4229. material = -1;
  4230. minimalHit = 0.01;
  4231. name = "head";
  4232. passThrough = 0.8;
  4233. radius = 0.2;
  4234. };
  4235. class HitPelvis
  4236. {
  4237. armor = 6;
  4238. depends = "0";
  4239. explosionShielding = 1;
  4240. material = -1;
  4241. minimalHit = 0.01;
  4242. name = "pelvis";
  4243. passThrough = 0.8;
  4244. radius = 0.24;
  4245. visual = "injury_body";
  4246. };
  4247. class HitAbdomen: HitPelvis
  4248. {
  4249. armor = 1;
  4250. depends = "0";
  4251. explosionShielding = 1;
  4252. material = -1;
  4253. minimalHit = 0.01;
  4254. name = "spine1";
  4255. passThrough = 0.8;
  4256. radius = 0.16;
  4257. visual = "injury_body";
  4258. };
  4259. class HitDiaphragm: HitAbdomen
  4260. {
  4261. armor = 1;
  4262. depends = "0";
  4263. explosionShielding = 6;
  4264. material = -1;
  4265. minimalHit = 0.01;
  4266. name = "spine2";
  4267. passThrough = 0.8;
  4268. radius = 0.18;
  4269. visual = "injury_body";
  4270. };
  4271. class HitChest: HitDiaphragm
  4272. {
  4273. armor = 1;
  4274. depends = "0";
  4275. explosionShielding = 6;
  4276. material = -1;
  4277. minimalHit = 0.01;
  4278. name = "spine3";
  4279. passThrough = 0.8;
  4280. radius = 0.18;
  4281. visual = "injury_body";
  4282. };
  4283. class HitBody: HitChest
  4284. {
  4285. armor = 1000;
  4286. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4287. explosionShielding = 6;
  4288. material = -1;
  4289. minimalHit = 0.01;
  4290. name = "body";
  4291. passThrough = 1;
  4292. radius = 0;
  4293. visual = "injury_body";
  4294. };
  4295. class HitArms
  4296. {
  4297. armor = 3;
  4298. depends = "0";
  4299. explosionShielding = 1;
  4300. material = -1;
  4301. minimalHit = 0.01;
  4302. name = "arms";
  4303. passThrough = 1;
  4304. radius = 0.1;
  4305. visual = "injury_hands";
  4306. };
  4307. class HitHands: HitArms
  4308. {
  4309. armor = 3;
  4310. depends = "HitArms";
  4311. explosionShielding = 1;
  4312. material = -1;
  4313. minimalHit = 0.01;
  4314. name = "hands";
  4315. passThrough = 1;
  4316. radius = 0.1;
  4317. visual = "injury_hands";
  4318. };
  4319. class HitLegs
  4320. {
  4321. armor = 3;
  4322. depends = "0";
  4323. explosionShielding = 1;
  4324. material = -1;
  4325. minimalHit = 0.01;
  4326. name = "legs";
  4327. passThrough = 1;
  4328. radius = 0.14;
  4329. visual = "injury_legs";
  4330. };
  4331. class Incapacitated
  4332. {
  4333. armor = 1000;
  4334. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4335. explosionShielding = 1;
  4336. material = -1;
  4337. minimalHit = 0;
  4338. name = "body";
  4339. passThrough = 1;
  4340. radius = 0;
  4341. visual = "";
  4342. };
  4343. };
  4344. };
  4345. class SWOP_Resistance_HeavyUnif_Brown_F: O_Soldier_base_F
  4346. {
  4347. htMax = 1800;
  4348. htMin = 60;
  4349. class HitPoints
  4350. {
  4351. class HitFace
  4352. {
  4353. armor = 1;
  4354. explosionShielding = 0.1;
  4355. material = -1;
  4356. minimalHit = 0.01;
  4357. name = "face_hub";
  4358. passThrough = 0.8;
  4359. radius = 0.08;
  4360. };
  4361. class HitNeck: HitFace
  4362. {
  4363. armor = 1;
  4364. explosionShielding = 0.5;
  4365. material = -1;
  4366. minimalHit = 0.01;
  4367. name = "neck";
  4368. passThrough = 0.8;
  4369. radius = 0.1;
  4370. };
  4371. class HitHead: HitNeck
  4372. {
  4373. armor = 1;
  4374. depends = "HitFace max HitNeck";
  4375. explosionShielding = 0.5;
  4376. material = -1;
  4377. minimalHit = 0.01;
  4378. name = "head";
  4379. passThrough = 0.8;
  4380. radius = 0.2;
  4381. };
  4382. class HitPelvis
  4383. {
  4384. armor = 6;
  4385. depends = "0";
  4386. explosionShielding = 1;
  4387. material = -1;
  4388. minimalHit = 0.01;
  4389. name = "pelvis";
  4390. passThrough = 0.8;
  4391. radius = 0.24;
  4392. visual = "injury_body";
  4393. };
  4394. class HitAbdomen: HitPelvis
  4395. {
  4396. armor = 1;
  4397. depends = "0";
  4398. explosionShielding = 1;
  4399. material = -1;
  4400. minimalHit = 0.01;
  4401. name = "spine1";
  4402. passThrough = 0.8;
  4403. radius = 0.16;
  4404. visual = "injury_body";
  4405. };
  4406. class HitDiaphragm: HitAbdomen
  4407. {
  4408. armor = 1;
  4409. depends = "0";
  4410. explosionShielding = 6;
  4411. material = -1;
  4412. minimalHit = 0.01;
  4413. name = "spine2";
  4414. passThrough = 0.8;
  4415. radius = 0.18;
  4416. visual = "injury_body";
  4417. };
  4418. class HitChest: HitDiaphragm
  4419. {
  4420. armor = 1;
  4421. depends = "0";
  4422. explosionShielding = 6;
  4423. material = -1;
  4424. minimalHit = 0.01;
  4425. name = "spine3";
  4426. passThrough = 0.8;
  4427. radius = 0.18;
  4428. visual = "injury_body";
  4429. };
  4430. class HitBody: HitChest
  4431. {
  4432. armor = 1000;
  4433. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4434. explosionShielding = 6;
  4435. material = -1;
  4436. minimalHit = 0.01;
  4437. name = "body";
  4438. passThrough = 1;
  4439. radius = 0;
  4440. visual = "injury_body";
  4441. };
  4442. class HitArms
  4443. {
  4444. armor = 3;
  4445. depends = "0";
  4446. explosionShielding = 1;
  4447. material = -1;
  4448. minimalHit = 0.01;
  4449. name = "arms";
  4450. passThrough = 1;
  4451. radius = 0.1;
  4452. visual = "injury_hands";
  4453. };
  4454. class HitHands: HitArms
  4455. {
  4456. armor = 3;
  4457. depends = "HitArms";
  4458. explosionShielding = 1;
  4459. material = -1;
  4460. minimalHit = 0.01;
  4461. name = "hands";
  4462. passThrough = 1;
  4463. radius = 0.1;
  4464. visual = "injury_hands";
  4465. };
  4466. class HitLegs
  4467. {
  4468. armor = 3;
  4469. depends = "0";
  4470. explosionShielding = 1;
  4471. material = -1;
  4472. minimalHit = 0.01;
  4473. name = "legs";
  4474. passThrough = 1;
  4475. radius = 0.14;
  4476. visual = "injury_legs";
  4477. };
  4478. class Incapacitated
  4479. {
  4480. armor = 1000;
  4481. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4482. explosionShielding = 1;
  4483. material = -1;
  4484. minimalHit = 0;
  4485. name = "body";
  4486. passThrough = 1;
  4487. radius = 0;
  4488. visual = "";
  4489. };
  4490. };
  4491. };
  4492. class SWOP_Resistance_HeavyUnif_KhakiR_F: O_Soldier_base_F
  4493. {
  4494. htMax = 1800;
  4495. htMin = 60;
  4496. class HitPoints
  4497. {
  4498. class HitFace
  4499. {
  4500. armor = 1;
  4501. explosionShielding = 0.1;
  4502. material = -1;
  4503. minimalHit = 0.01;
  4504. name = "face_hub";
  4505. passThrough = 0.8;
  4506. radius = 0.08;
  4507. };
  4508. class HitNeck: HitFace
  4509. {
  4510. armor = 1;
  4511. explosionShielding = 0.5;
  4512. material = -1;
  4513. minimalHit = 0.01;
  4514. name = "neck";
  4515. passThrough = 0.8;
  4516. radius = 0.1;
  4517. };
  4518. class HitHead: HitNeck
  4519. {
  4520. armor = 1;
  4521. depends = "HitFace max HitNeck";
  4522. explosionShielding = 0.5;
  4523. material = -1;
  4524. minimalHit = 0.01;
  4525. name = "head";
  4526. passThrough = 0.8;
  4527. radius = 0.2;
  4528. };
  4529. class HitPelvis
  4530. {
  4531. armor = 6;
  4532. depends = "0";
  4533. explosionShielding = 1;
  4534. material = -1;
  4535. minimalHit = 0.01;
  4536. name = "pelvis";
  4537. passThrough = 0.8;
  4538. radius = 0.24;
  4539. visual = "injury_body";
  4540. };
  4541. class HitAbdomen: HitPelvis
  4542. {
  4543. armor = 1;
  4544. depends = "0";
  4545. explosionShielding = 1;
  4546. material = -1;
  4547. minimalHit = 0.01;
  4548. name = "spine1";
  4549. passThrough = 0.8;
  4550. radius = 0.16;
  4551. visual = "injury_body";
  4552. };
  4553. class HitDiaphragm: HitAbdomen
  4554. {
  4555. armor = 1;
  4556. depends = "0";
  4557. explosionShielding = 6;
  4558. material = -1;
  4559. minimalHit = 0.01;
  4560. name = "spine2";
  4561. passThrough = 0.8;
  4562. radius = 0.18;
  4563. visual = "injury_body";
  4564. };
  4565. class HitChest: HitDiaphragm
  4566. {
  4567. armor = 1;
  4568. depends = "0";
  4569. explosionShielding = 6;
  4570. material = -1;
  4571. minimalHit = 0.01;
  4572. name = "spine3";
  4573. passThrough = 0.8;
  4574. radius = 0.18;
  4575. visual = "injury_body";
  4576. };
  4577. class HitBody: HitChest
  4578. {
  4579. armor = 1000;
  4580. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4581. explosionShielding = 6;
  4582. material = -1;
  4583. minimalHit = 0.01;
  4584. name = "body";
  4585. passThrough = 1;
  4586. radius = 0;
  4587. visual = "injury_body";
  4588. };
  4589. class HitArms
  4590. {
  4591. armor = 3;
  4592. depends = "0";
  4593. explosionShielding = 1;
  4594. material = -1;
  4595. minimalHit = 0.01;
  4596. name = "arms";
  4597. passThrough = 1;
  4598. radius = 0.1;
  4599. visual = "injury_hands";
  4600. };
  4601. class HitHands: HitArms
  4602. {
  4603. armor = 3;
  4604. depends = "HitArms";
  4605. explosionShielding = 1;
  4606. material = -1;
  4607. minimalHit = 0.01;
  4608. name = "hands";
  4609. passThrough = 1;
  4610. radius = 0.1;
  4611. visual = "injury_hands";
  4612. };
  4613. class HitLegs
  4614. {
  4615. armor = 3;
  4616. depends = "0";
  4617. explosionShielding = 1;
  4618. material = -1;
  4619. minimalHit = 0.01;
  4620. name = "legs";
  4621. passThrough = 1;
  4622. radius = 0.14;
  4623. visual = "injury_legs";
  4624. };
  4625. class Incapacitated
  4626. {
  4627. armor = 1000;
  4628. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4629. explosionShielding = 1;
  4630. material = -1;
  4631. minimalHit = 0;
  4632. name = "body";
  4633. passThrough = 1;
  4634. radius = 0;
  4635. visual = "";
  4636. };
  4637. };
  4638. };
  4639. class SWOP_Resistance_unif_beigeB_F: O_Soldier_base_F
  4640. {
  4641. htMax = 1800;
  4642. htMin = 60;
  4643. class HitPoints
  4644. {
  4645. class HitFace
  4646. {
  4647. armor = 1;
  4648. explosionShielding = 0.1;
  4649. material = -1;
  4650. minimalHit = 0.01;
  4651. name = "face_hub";
  4652. passThrough = 0.8;
  4653. radius = 0.08;
  4654. };
  4655. class HitNeck: HitFace
  4656. {
  4657. armor = 1;
  4658. explosionShielding = 0.5;
  4659. material = -1;
  4660. minimalHit = 0.01;
  4661. name = "neck";
  4662. passThrough = 0.8;
  4663. radius = 0.1;
  4664. };
  4665. class HitHead: HitNeck
  4666. {
  4667. armor = 1;
  4668. depends = "HitFace max HitNeck";
  4669. explosionShielding = 0.5;
  4670. material = -1;
  4671. minimalHit = 0.01;
  4672. name = "head";
  4673. passThrough = 0.8;
  4674. radius = 0.2;
  4675. };
  4676. class HitPelvis
  4677. {
  4678. armor = 6;
  4679. depends = "0";
  4680. explosionShielding = 1;
  4681. material = -1;
  4682. minimalHit = 0.01;
  4683. name = "pelvis";
  4684. passThrough = 0.8;
  4685. radius = 0.24;
  4686. visual = "injury_body";
  4687. };
  4688. class HitAbdomen: HitPelvis
  4689. {
  4690. armor = 1;
  4691. depends = "0";
  4692. explosionShielding = 1;
  4693. material = -1;
  4694. minimalHit = 0.01;
  4695. name = "spine1";
  4696. passThrough = 0.8;
  4697. radius = 0.16;
  4698. visual = "injury_body";
  4699. };
  4700. class HitDiaphragm: HitAbdomen
  4701. {
  4702. armor = 1;
  4703. depends = "0";
  4704. explosionShielding = 6;
  4705. material = -1;
  4706. minimalHit = 0.01;
  4707. name = "spine2";
  4708. passThrough = 0.8;
  4709. radius = 0.18;
  4710. visual = "injury_body";
  4711. };
  4712. class HitChest: HitDiaphragm
  4713. {
  4714. armor = 1;
  4715. depends = "0";
  4716. explosionShielding = 6;
  4717. material = -1;
  4718. minimalHit = 0.01;
  4719. name = "spine3";
  4720. passThrough = 0.8;
  4721. radius = 0.18;
  4722. visual = "injury_body";
  4723. };
  4724. class HitBody: HitChest
  4725. {
  4726. armor = 1000;
  4727. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4728. explosionShielding = 6;
  4729. material = -1;
  4730. minimalHit = 0.01;
  4731. name = "body";
  4732. passThrough = 1;
  4733. radius = 0;
  4734. visual = "injury_body";
  4735. };
  4736. class HitArms
  4737. {
  4738. armor = 3;
  4739. depends = "0";
  4740. explosionShielding = 1;
  4741. material = -1;
  4742. minimalHit = 0.01;
  4743. name = "arms";
  4744. passThrough = 1;
  4745. radius = 0.1;
  4746. visual = "injury_hands";
  4747. };
  4748. class HitHands: HitArms
  4749. {
  4750. armor = 3;
  4751. depends = "HitArms";
  4752. explosionShielding = 1;
  4753. material = -1;
  4754. minimalHit = 0.01;
  4755. name = "hands";
  4756. passThrough = 1;
  4757. radius = 0.1;
  4758. visual = "injury_hands";
  4759. };
  4760. class HitLegs
  4761. {
  4762. armor = 3;
  4763. depends = "0";
  4764. explosionShielding = 1;
  4765. material = -1;
  4766. minimalHit = 0.01;
  4767. name = "legs";
  4768. passThrough = 1;
  4769. radius = 0.14;
  4770. visual = "injury_legs";
  4771. };
  4772. class Incapacitated
  4773. {
  4774. armor = 1000;
  4775. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4776. explosionShielding = 1;
  4777. material = -1;
  4778. minimalHit = 0;
  4779. name = "body";
  4780. passThrough = 1;
  4781. radius = 0;
  4782. visual = "";
  4783. };
  4784. };
  4785. };
  4786. ///Infantry///
  4787. class macro_new_uniform_skin_class(501_inf,recruit): B_Soldier_f
  4788. {
  4789. author = "RD501";
  4790. scope = 1;
  4791. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4792. nakedUniform = "U_BasicBody";
  4793. hiddenSelections[] = {"Camo1","Camo2"};
  4794. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\recruit_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\recruit_armor_lower.paa};
  4795. hiddenSelectionsMaterials[]=
  4796. {
  4797. "MRC\JLTS\characters\CloneArmor\data\clone_armor1_clean.rvmat",
  4798. "MRC\JLTS\characters\CloneArmor\data\clone_armor2_clean.rvmat"
  4799. };
  4800. uniformClass= macro_new_uniform_class(501_inf,recruit);
  4801. class HitPoints: HitPoints
  4802. {
  4803. class HitFace
  4804. {
  4805. armor=1;
  4806. material=-1;
  4807. name="face_hub";
  4808. passThrough=0.80000001;
  4809. radius=0.079999998;
  4810. explosionShielding=0.1;
  4811. minimalHit=0.0099999998;
  4812. };
  4813. class HitNeck: HitFace
  4814. {
  4815. armor=1;
  4816. material=-1;
  4817. name="neck";
  4818. passThrough=0.80000001;
  4819. radius=0.1;
  4820. explosionShielding=0.5;
  4821. minimalHit=0.0099999998;
  4822. };
  4823. class HitHead: HitNeck
  4824. {
  4825. armor=1;
  4826. material=-1;
  4827. name="head";
  4828. passThrough=0.80000001;
  4829. radius=0.2;
  4830. explosionShielding=0.5;
  4831. minimalHit=0.0099999998;
  4832. depends="HitFace max HitNeck";
  4833. };
  4834. class HitPelvis: HitHead
  4835. {
  4836. armor=8;
  4837. material=-1;
  4838. name="pelvis";
  4839. passThrough=0.80000001;
  4840. radius=0.23999999;
  4841. explosionShielding=3;
  4842. visual="injury_body";
  4843. minimalHit=0.0099999998;
  4844. depends="";
  4845. };
  4846. class HitAbdomen: HitPelvis
  4847. {
  4848. armor=6;
  4849. material=-1;
  4850. name="spine1";
  4851. passThrough=0.80000001;
  4852. radius=0.16;
  4853. explosionShielding=3;
  4854. visual="injury_body";
  4855. minimalHit=0.0099999998;
  4856. };
  4857. class HitDiaphragm: HitAbdomen
  4858. {
  4859. armor=6;
  4860. material=-1;
  4861. name="spine2";
  4862. passThrough=0.33000001;
  4863. radius=0.18000001;
  4864. explosionShielding=6;
  4865. visual="injury_body";
  4866. minimalHit=0.0099999998;
  4867. };
  4868. class HitChest: HitDiaphragm
  4869. {
  4870. armor=8;
  4871. material=-1;
  4872. name="spine3";
  4873. passThrough="0.33000001radius = 0.18";
  4874. explosionShielding=6;
  4875. visual="injury_body";
  4876. minimalHit=0.0099999998;
  4877. };
  4878. class HitBody: HitChest
  4879. {
  4880. armor=1000;
  4881. material=-1;
  4882. name="body";
  4883. passThrough=1;
  4884. radius=0;
  4885. explosionShielding=6;
  4886. visual="injury_body";
  4887. minimalHit=0.0099999998;
  4888. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4889. };
  4890. class HitArms: HitBody
  4891. {
  4892. armor=6;
  4893. material=-1;
  4894. name="arms";
  4895. passThrough=1;
  4896. radius=0.1;
  4897. explosionShielding=3;
  4898. visual="injury_hands";
  4899. minimalHit=0.0099999998;
  4900. depends="0";
  4901. };
  4902. class HitHands: HitArms
  4903. {
  4904. armor=6;
  4905. material=-1;
  4906. name="hands";
  4907. passThrough=1;
  4908. radius=0.1;
  4909. explosionShielding=1;
  4910. visual="injury_hands";
  4911. minimalHit=0.0099999998;
  4912. depends="HitArms";
  4913. };
  4914. class HitLegs: HitHands
  4915. {
  4916. armor=6;
  4917. material=-1;
  4918. name="legs";
  4919. passThrough=1;
  4920. radius=0.14;
  4921. explosionShielding=3;
  4922. visual="injury_legs";
  4923. minimalHit=0.0099999998;
  4924. depends="0";
  4925. };
  4926. class Incapacitated: HitLegs
  4927. {
  4928. armor=1000;
  4929. material=-1;
  4930. name="body";
  4931. passThrough=1;
  4932. radius=0;
  4933. explosionShielding=3;
  4934. visual="";
  4935. minimalHit=0;
  4936. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4937. };
  4938. class HitLeftArm
  4939. {
  4940. armor=6;
  4941. material=-1;
  4942. name="hand_l";
  4943. passThrough=1;
  4944. radius=0.079999998;
  4945. explosionShielding=3;
  4946. visual="injury_hands";
  4947. minimalHit=0.0099999998;
  4948. };
  4949. class HitRightArm: HitLeftArm
  4950. {
  4951. name="hand_r";
  4952. };
  4953. class HitLeftLeg
  4954. {
  4955. armor=6;
  4956. material=-1;
  4957. name="leg_l";
  4958. passThrough=1;
  4959. radius=0.1;
  4960. explosionShielding=3;
  4961. visual="injury_legs";
  4962. minimalHit=0.0099999998;
  4963. };
  4964. class HitRightLeg: HitLeftLeg
  4965. {
  4966. name="leg_r";
  4967. };
  4968. };
  4969. armor=2;
  4970. armorStructural=4;
  4971. explosionShielding=0.40000001;
  4972. minTotalDamageThreshold=0.001;
  4973. impactDamageMultiplier=0.5;
  4974. };
  4975. class macro_new_uniform_skin_class(501_inf,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4976. {
  4977. author = "RD501";
  4978. scope = 1;
  4979. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4980. nakedUniform = "U_BasicBody";
  4981. hiddenSelections[] = {"Camo1","Camo2"};
  4982. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_Armor_Upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4983. };
  4984. class macro_new_uniform_skin_class(501_inf_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4985. {
  4986. author = "RD501";
  4987. scope = 1;
  4988. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4989. nakedUniform = "U_BasicBody";
  4990. hiddenSelections[] = {"Camo1","Camo2"};
  4991. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4992. };
  4993. class macro_new_uniform_skin_class(501_inf_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4994. {
  4995. author = "RD501";
  4996. scope = 1;
  4997. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4998. nakedUniform = "U_BasicBody";
  4999. hiddenSelections[] = {"Camo1","Camo2"};
  5000. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  5001. };
  5002. class macro_new_uniform_skin_class(501_inf,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5003. {
  5004. author = "RD501";
  5005. scope = 1;
  5006. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5007. nakedUniform = "U_BasicBody";
  5008. hiddenSelections[] = {"Camo1","Camo2"};
  5009. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  5010. };
  5011. class macro_new_uniform_skin_class(501_inf_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5012. {
  5013. author = "RD501";
  5014. scope = 1;
  5015. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5016. nakedUniform = "U_BasicBody";
  5017. hiddenSelections[] = {"Camo1","Camo2"};
  5018. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  5019. };
  5020. class macro_new_uniform_skin_class(501_inf_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5021. {
  5022. author = "RD501";
  5023. scope = 1;
  5024. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5025. nakedUniform = "U_BasicBody";
  5026. hiddenSelections[] = {"Camo1","Camo2"};
  5027. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  5028. };
  5029. class macro_new_uniform_skin_class(501_inf,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5030. {
  5031. author = "RD501";
  5032. scope = 1;
  5033. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5034. nakedUniform = "U_BasicBody";
  5035. hiddenSelections[] = {"Camo1","Camo2"};
  5036. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  5037. };
  5038. class macro_new_uniform_skin_class(501_inf_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5039. {
  5040. author = "RD501";
  5041. scope = 1;
  5042. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5043. nakedUniform = "U_BasicBody";
  5044. hiddenSelections[] = {"Camo1","Camo2"};
  5045. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  5046. };
  5047. class macro_new_uniform_skin_class(501_inf_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5048. {
  5049. author = "RD501";
  5050. scope = 1;
  5051. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5052. nakedUniform = "U_BasicBody";
  5053. hiddenSelections[] = {"Camo1","Camo2"};
  5054. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  5055. };
  5056. class macro_new_uniform_skin_class(501_inf,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5057. {
  5058. author = "RD501";
  5059. scope = 1;
  5060. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5061. nakedUniform = "U_BasicBody";
  5062. hiddenSelections[] = {"Camo1","Camo2"};
  5063. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  5064. };
  5065. class macro_new_uniform_skin_class(501_inf_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5066. {
  5067. author = "RD501";
  5068. scope = 1;
  5069. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5070. nakedUniform = "U_BasicBody";
  5071. hiddenSelections[] = {"Camo1","Camo2"};
  5072. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  5073. };
  5074. class macro_new_uniform_skin_class(501_inf_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5075. {
  5076. author = "RD501";
  5077. scope = 1;
  5078. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5079. nakedUniform = "U_BasicBody";
  5080. hiddenSelections[] = {"Camo1","Camo2"};
  5081. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  5082. };
  5083. class macro_new_uniform_skin_class(501_inf,nco): macro_new_uniform_skin_class(501_inf,recruit)
  5084. {
  5085. author = "RD501";
  5086. scope = 1;
  5087. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5088. nakedUniform = "U_BasicBody";
  5089. hiddenSelections[] = {"Camo1","Camo2"};
  5090. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  5091. };
  5092. class macro_new_uniform_skin_class(501_inf_medic,nco): macro_new_uniform_skin_class(501_inf,recruit)
  5093. {
  5094. author = "RD501";
  5095. scope = 1;
  5096. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5097. nakedUniform = "U_BasicBody";
  5098. hiddenSelections[] = {"Camo1","Camo2"};
  5099. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  5100. };
  5101. class macro_new_uniform_skin_class(501_inf_rto,nco): macro_new_uniform_skin_class(501_inf,recruit)
  5102. {
  5103. author = "RD501";
  5104. scope = 1;
  5105. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5106. nakedUniform = "U_BasicBody";
  5107. hiddenSelections[] = {"Camo1","Camo2"};
  5108. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  5109. };
  5110. ///Airborne///
  5111. class macro_new_uniform_skin_class(501_ab,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  5112. {
  5113. author = "RD501";
  5114. scope = 1;
  5115. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5116. nakedUniform = "U_BasicBody";
  5117. hiddenSelections[] = {"Camo1","Camo2"};
  5118. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  5119. };
  5120. class macro_new_uniform_skin_class(501_ab_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  5121. {
  5122. author = "RD501";
  5123. scope = 1;
  5124. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5125. nakedUniform = "U_BasicBody";
  5126. hiddenSelections[] = {"Camo1","Camo2"};
  5127. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  5128. };
  5129. class macro_new_uniform_skin_class(501_ab_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  5130. {
  5131. author = "RD501";
  5132. scope = 1;
  5133. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5134. nakedUniform = "U_BasicBody";
  5135. hiddenSelections[] = {"Camo1","Camo2"};
  5136. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  5137. };
  5138. class macro_new_uniform_skin_class(501_ab,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5139. {
  5140. author = "RD501";
  5141. scope = 1;
  5142. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5143. nakedUniform = "U_BasicBody";
  5144. hiddenSelections[] = {"Camo1","Camo2"};
  5145. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5146. };
  5147. class macro_new_uniform_skin_class(501_ab_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5148. {
  5149. author = "RD501";
  5150. scope = 1;
  5151. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5152. nakedUniform = "U_BasicBody";
  5153. hiddenSelections[] = {"Camo1","Camo2"};
  5154. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5155. };
  5156. class macro_new_uniform_skin_class(501_ab_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5157. {
  5158. author = "RD501";
  5159. scope = 1;
  5160. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5161. nakedUniform = "U_BasicBody";
  5162. hiddenSelections[] = {"Camo1","Camo2"};
  5163. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5164. };
  5165. class macro_new_uniform_skin_class(501_ab,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5166. {
  5167. author = "RD501";
  5168. scope = 1;
  5169. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5170. nakedUniform = "U_BasicBody";
  5171. hiddenSelections[] = {"Camo1","Camo2"};
  5172. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5173. };
  5174. class macro_new_uniform_skin_class(501_ab_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5175. {
  5176. author = "RD501";
  5177. scope = 1;
  5178. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5179. nakedUniform = "U_BasicBody";
  5180. hiddenSelections[] = {"Camo1","Camo2"};
  5181. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5182. };
  5183. class macro_new_uniform_skin_class(501_ab_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5184. {
  5185. author = "RD501";
  5186. scope = 1;
  5187. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5188. nakedUniform = "U_BasicBody";
  5189. hiddenSelections[] = {"Camo1","Camo2"};
  5190. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5191. };
  5192. class macro_new_uniform_skin_class(501_ab,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5193. {
  5194. author = "RD501";
  5195. scope = 1;
  5196. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5197. nakedUniform = "U_BasicBody";
  5198. hiddenSelections[] = {"Camo1","Camo2"};
  5199. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5200. };
  5201. class macro_new_uniform_skin_class(501_ab_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5202. {
  5203. author = "RD501";
  5204. scope = 1;
  5205. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5206. nakedUniform = "U_BasicBody";
  5207. hiddenSelections[] = {"Camo1","Camo2"};
  5208. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5209. };
  5210. class macro_new_uniform_skin_class(501_ab_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5211. {
  5212. author = "RD501";
  5213. scope = 1;
  5214. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5215. nakedUniform = "U_BasicBody";
  5216. hiddenSelections[] = {"Camo1","Camo2"};
  5217. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5218. };
  5219. class macro_new_uniform_skin_class(501_ab,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5220. {
  5221. author = "RD501";
  5222. scope = 1;
  5223. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5224. nakedUniform = "U_BasicBody";
  5225. hiddenSelections[] = {"Camo1","Camo2"};
  5226. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5227. };
  5228. class macro_new_uniform_skin_class(501_ab_medic,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5229. {
  5230. author = "RD501";
  5231. scope = 1;
  5232. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5233. nakedUniform = "U_BasicBody";
  5234. hiddenSelections[] = {"Camo1","Camo2"};
  5235. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5236. };
  5237. class macro_new_uniform_skin_class(501_ab_rto,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5238. {
  5239. author = "RD501";
  5240. scope = 1;
  5241. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5242. nakedUniform = "U_BasicBody";
  5243. hiddenSelections[] = {"Camo1","Camo2"};
  5244. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5245. };
  5246. class macro_new_uniform_skin_class(501_ab,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5247. {
  5248. author = "RD501";
  5249. scope = 1;
  5250. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5251. nakedUniform = "U_BasicBody";
  5252. hiddenSelections[] = {"Camo1","Camo2"};
  5253. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5254. };
  5255. class macro_new_uniform_skin_class(501_ab_medic,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5256. {
  5257. author = "RD501";
  5258. scope = 1;
  5259. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5260. nakedUniform = "U_BasicBody";
  5261. hiddenSelections[] = {"Camo1","Camo2"};
  5262. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5263. };
  5264. class macro_new_uniform_skin_class(501_ab_rto,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5265. {
  5266. author = "RD501";
  5267. scope = 1;
  5268. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5269. nakedUniform = "U_BasicBody";
  5270. hiddenSelections[] = {"Camo1","Camo2"};
  5271. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5272. };
  5273. class macro_new_uniform_skin_class(501_ab,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5274. {
  5275. author = "RD501";
  5276. scope = 1;
  5277. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5278. nakedUniform = "U_BasicBody";
  5279. hiddenSelections[] = {"Camo1","Camo2"};
  5280. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5281. };
  5282. class macro_new_uniform_skin_class(501_ab_medic,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5283. {
  5284. author = "RD501";
  5285. scope = 1;
  5286. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5287. nakedUniform = "U_BasicBody";
  5288. hiddenSelections[] = {"Camo1","Camo2"};
  5289. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5290. };
  5291. class macro_new_uniform_skin_class(501_ab_rto,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5292. {
  5293. author = "RD501";
  5294. scope = 1;
  5295. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5296. nakedUniform = "U_BasicBody";
  5297. hiddenSelections[] = {"Camo1","Camo2"};
  5298. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5299. };
  5300. class macro_new_uniform_skin_class(501_ab,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5301. {
  5302. author = "RD501";
  5303. scope = 1;
  5304. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5305. nakedUniform = "U_BasicBody";
  5306. hiddenSelections[] = {"Camo1","Camo2"};
  5307. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5308. };
  5309. class macro_new_uniform_skin_class(501_ab_medic,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5310. {
  5311. author = "RD501";
  5312. scope = 1;
  5313. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5314. nakedUniform = "U_BasicBody";
  5315. hiddenSelections[] = {"Camo1","Camo2"};
  5316. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5317. };
  5318. class macro_new_uniform_skin_class(501_ab_rto,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5319. {
  5320. author = "RD501";
  5321. scope = 1;
  5322. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5323. nakedUniform = "U_BasicBody";
  5324. hiddenSelections[] = {"Camo1","Camo2"};
  5325. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5326. };
  5327. class macro_new_uniform_skin_class(501_ab,csm): macro_new_uniform_skin_class(501_inf,recruit)
  5328. {
  5329. author = "RD501";
  5330. scope = 1;
  5331. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5332. nakedUniform = "U_BasicBody";
  5333. hiddenSelections[] = {"Camo1","Camo2"};
  5334. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_csm_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_csm_armor_lower.paa};
  5335. };
  5336. //
  5337. class macro_new_uniform_skin_class(501_avi,cxc): macro_new_uniform_skin_class(501_inf,recruit)
  5338. {
  5339. author = "RD501";
  5340. scope = 2;
  5341. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5342. nakedUniform = "U_BasicBody";
  5343. hiddenSelections[] = {"Camo1","Camo2"};
  5344. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_lower.paa};
  5345. };
  5346. class macro_new_uniform_skin_class(501_avi,scxc): macro_new_uniform_skin_class(501_inf,recruit)
  5347. {
  5348. author = "RD501";
  5349. scope = 2;
  5350. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5351. nakedUniform = "U_BasicBody";
  5352. hiddenSelections[] = {"Camo1","Camo2"};
  5353. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_lower.paa};
  5354. };
  5355. class macro_new_uniform_skin_class(501_avi,cxx): macro_new_uniform_skin_class(501_inf,recruit)
  5356. {
  5357. author = "RD501";
  5358. scope = 2;
  5359. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5360. nakedUniform = "U_BasicBody";
  5361. hiddenSelections[] = {"Camo1","Camo2"};
  5362. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_lower.paa};
  5363. };
  5364. class macro_new_uniform_skin_class(501_avi,scxx): macro_new_uniform_skin_class(501_inf,recruit)
  5365. {
  5366. author = "RD501";
  5367. scope = 2;
  5368. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5369. nakedUniform = "U_BasicBody";
  5370. hiddenSelections[] = {"Camo1","Camo2"};
  5371. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_lower.paa};
  5372. };
  5373. class macro_new_uniform_skin_class(501_avi,cxp): macro_new_uniform_skin_class(501_inf,recruit)
  5374. {
  5375. author = "RD501";
  5376. scope = 2;
  5377. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5378. nakedUniform = "U_BasicBody";
  5379. hiddenSelections[] = {"Camo1","Camo2"};
  5380. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_lower.paa};
  5381. };
  5382. class macro_new_uniform_skin_class(501_avi,cxs): macro_new_uniform_skin_class(501_inf,recruit)
  5383. {
  5384. author = "RD501";
  5385. scope = 2;
  5386. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5387. nakedUniform = "U_BasicBody";
  5388. hiddenSelections[] = {"Camo1","Camo2"};
  5389. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_lower.paa};
  5390. };
  5391. class macro_new_uniform_skin_class(501_avi,cx1): macro_new_uniform_skin_class(501_inf,recruit)
  5392. {
  5393. author = "RD501";
  5394. scope = 2;
  5395. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5396. nakedUniform = "U_BasicBody";
  5397. hiddenSelections[] = {"Camo1","Camo2"};
  5398. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_lower.paa};
  5399. };
  5400. class macro_new_uniform_skin_class(501_avi,cx2): macro_new_uniform_skin_class(501_inf,recruit)
  5401. {
  5402. author = "RD501";
  5403. scope = 2;
  5404. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5405. nakedUniform = "U_BasicBody";
  5406. hiddenSelections[] = {"Camo1","Camo2"};
  5407. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_lower.paa};
  5408. };
  5409. class macro_new_uniform_skin_class(501_avi,cx3): macro_new_uniform_skin_class(501_inf,recruit)
  5410. {
  5411. author = "RD501";
  5412. scope = 2;
  5413. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5414. nakedUniform = "U_BasicBody";
  5415. hiddenSelections[] = {"Camo1","Camo2"};
  5416. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_lower.paa};
  5417. };
  5418. //
  5419. class macro_new_uniform_skin_class(empire_rg,boi): macro_new_uniform_skin_class(501_inf,recruit)
  5420. {
  5421. author = "RD501";
  5422. scope = 2;
  5423. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5424. nakedUniform = "U_BasicBody";
  5425. hiddenSelections[] = {"Camo1","Camo2"};
  5426. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\rg_armour_upper.paa,TEXTUREPATH\gcw\empire\rg\rg_armour_lower.paa};
  5427. };
  5428. //
  5429. class macro_new_uniform_skin_class(501_arc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5430. {
  5431. author = "RD501";
  5432. scope = 2;
  5433. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5434. nakedUniform = "U_BasicBody";
  5435. hiddenSelections[] = {"Camo1","Camo2"};
  5436. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper_01.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5437. };
  5438. class macro_new_uniform_skin_class(501_arc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5439. {
  5440. author = "RD501";
  5441. scope = 2;
  5442. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5443. nakedUniform = "U_BasicBody";
  5444. hiddenSelections[] = {"Camo1","Camo2"};
  5445. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5446. };
  5447. //
  5448. class macro_new_uniform_skin_class(501_utc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5449. {
  5450. author = "RD501";
  5451. scope = 2;
  5452. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5453. nakedUniform = "U_BasicBody";
  5454. hiddenSelections[] = {"Camo1","Camo2"};
  5455. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_blue_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5456. };
  5457. class macro_new_uniform_skin_class(501_utc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5458. {
  5459. author = "RD501";
  5460. scope = 2;
  5461. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5462. nakedUniform = "U_BasicBody";
  5463. hiddenSelections[] = {"Camo1","Camo2"};
  5464. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_green_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5465. };
  5466. class macro_new_uniform_skin_class(501_utc,03): macro_new_uniform_skin_class(501_inf,recruit)
  5467. {
  5468. author = "RD501";
  5469. scope = 2;
  5470. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5471. nakedUniform = "U_BasicBody";
  5472. hiddenSelections[] = {"Camo1","Camo2"};
  5473. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_indigo_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5474. };
  5475. class macro_new_uniform_skin_class(501_utc,04): macro_new_uniform_skin_class(501_inf,recruit)
  5476. {
  5477. author = "RD501";
  5478. scope = 2;
  5479. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5480. nakedUniform = "U_BasicBody";
  5481. hiddenSelections[] = {"Camo1","Camo2"};
  5482. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_orange_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5483. };
  5484. class macro_new_uniform_skin_class(501_utc,05): macro_new_uniform_skin_class(501_inf,recruit)
  5485. {
  5486. author = "RD501";
  5487. scope = 2;
  5488. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5489. nakedUniform = "U_BasicBody";
  5490. hiddenSelections[] = {"Camo1","Camo2"};
  5491. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_pink_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5492. };
  5493. class macro_new_uniform_skin_class(501_utc,06): macro_new_uniform_skin_class(501_inf,recruit)
  5494. {
  5495. author = "RD501";
  5496. scope = 2;
  5497. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5498. nakedUniform = "U_BasicBody";
  5499. hiddenSelections[] = {"Camo1","Camo2"};
  5500. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_red_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5501. };
  5502. class macro_new_uniform_skin_class(501_utc,07): macro_new_uniform_skin_class(501_inf,recruit)
  5503. {
  5504. author = "RD501";
  5505. scope = 2;
  5506. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5507. nakedUniform = "U_BasicBody";
  5508. hiddenSelections[] = {"Camo1","Camo2"};
  5509. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_violet_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5510. };
  5511. class macro_new_uniform_skin_class(501_utc,08): macro_new_uniform_skin_class(501_inf,recruit)
  5512. {
  5513. author = "RD501";
  5514. scope = 2;
  5515. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5516. nakedUniform = "U_BasicBody";
  5517. hiddenSelections[] = {"Camo1","Camo2"};
  5518. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_yellow_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5519. };
  5520. //Squad Specific Senior Trooper
  5521. class macro_new_uniform_skin_class(501_inf,strooper_11): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_1_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,strooper_12): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_1_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,strooper_13): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_1_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,strooper_21): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_2_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,strooper_22): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_2_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,strooper_23): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_2_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,strooper_31): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_3_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,strooper_32): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_3_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,strooper_33): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_3_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; };
  5522. class macro_new_uniform_skin_class(501_inf_medic,strooper_11): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_medic_1_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,strooper_12): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_medic_1_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,strooper_13): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_medic_1_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,strooper_21): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_medic_2_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,strooper_22): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_medic_2_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,strooper_23): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_medic_2_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,strooper_31): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_medic_3_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,strooper_32): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_medic_3_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,strooper_33): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_medic_3_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; };
  5523. class macro_new_uniform_skin_class(501_inf_rto,strooper_11): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_rto_1_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,strooper_12): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_rto_1_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,strooper_13): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_rto_1_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,strooper_21): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_rto_2_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,strooper_22): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_rto_2_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,strooper_23): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_rto_2_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,strooper_31): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_rto_3_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,strooper_32): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_rto_3_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,strooper_33): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\strooper_rto_3_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa }; };
  5524. //Squad Specific Veteran Trooper
  5525. class macro_new_uniform_skin_class(501_inf,vtrooper_11): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_1_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,vtrooper_12): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_1_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,vtrooper_13): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_1_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,vtrooper_21): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_2_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,vtrooper_22): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_2_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,vtrooper_23): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_2_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,vtrooper_31): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_3_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,vtrooper_32): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_3_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf,vtrooper_33): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_3_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; };
  5526. class macro_new_uniform_skin_class(501_inf_medic,vtrooper_11): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_1_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,vtrooper_12): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_1_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,vtrooper_13): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_1_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,vtrooper_21): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_2_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,vtrooper_22): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_2_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,vtrooper_23): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_2_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,vtrooper_31): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_3_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,vtrooper_32): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_3_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_medic,vtrooper_33): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_3_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; };
  5527. class macro_new_uniform_skin_class(501_inf_rto,vtrooper_11): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_1_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,vtrooper_12): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_1_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,vtrooper_13): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_1_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,vtrooper_21): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_2_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,vtrooper_22): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_2_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,vtrooper_23): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_2_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,vtrooper_31): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_3_1_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,vtrooper_32): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_3_2_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; class macro_new_uniform_skin_class(501_inf_rto,vtrooper_33): macro_new_uniform_skin_class(501_inf,recruit) { hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_3_3_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa }; }; // class SCI_B_Clone_F :B_Soldier_base_F
  5528. // {
  5529. // class HitPoints : HitPoints
  5530. // {
  5531. // class HitAbdomen:HitAbdomen
  5532. // {
  5533. // armor = 16;
  5534. // passThrough = 0.6;
  5535. // };
  5536. // class HitArms:HitArms
  5537. // {
  5538. // armor = 16;
  5539. // passThrough = 0.6;
  5540. // };
  5541. // class HitBody:HitBody
  5542. // {
  5543. // armor = 32;
  5544. // passThrough = 0.6;
  5545. // };
  5546. // class HitChest:HitChest
  5547. // {
  5548. // armor = 32;
  5549. // passThrough = 0.6;
  5550. // };
  5551. // class HitDiaphragm:HitDiaphragm
  5552. // {
  5553. // armor = 32;
  5554. // passThrough = 0.6;
  5555. // };
  5556. // class HitNeck:HitNeck
  5557. // {
  5558. // armor = 8;
  5559. // passThrough = 0.6;
  5560. // };
  5561. // class HitPelvis:HitPelvis
  5562. // {
  5563. // armor = 16;
  5564. // passThrough = 0.6;
  5565. // };
  5566. // };
  5567. // };
  5568. };