config.cpp 151 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[] = {"Camo1"};
  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. hiddenSelectionsMaterials[]=
  416. {
  417. };
  418. };
  419. };
  420. class macro_new_vest_class(501_inf,acc_1): macro_new_vest_class(501_inf,acc_9)
  421. {
  422. displayName = "[501st] INF ACC 01 (Vet. Trooper)";
  423. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  424. model = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  425. hiddenSelections[] = {"Camo1"};
  426. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  427. hiddenSelectionsMaterials[]=
  428. {
  429. };
  430. class ItemInfo: ItemInfo
  431. {
  432. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  433. containerClass="Supply100";
  434. hiddenSelectionsMaterials[]=
  435. {
  436. };
  437. };
  438. };
  439. class macro_new_vest_class(501_inf,acc_2): macro_new_vest_class(501_inf,acc_9)
  440. {
  441. displayName = "[501st] INF ACC 02 (Corporal)";
  442. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  443. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  444. hiddenSelections[] = {"Camo1"};
  445. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  446. hiddenSelectionsMaterials[]=
  447. {
  448. };
  449. class ItemInfo: ItemInfo
  450. {
  451. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  452. containerClass="Supply100";
  453. hiddenSelectionsMaterials[]=
  454. {
  455. };
  456. };
  457. };
  458. class macro_new_vest_class(501_inf,acc_4): macro_new_vest_class(501_inf,acc_9)
  459. {
  460. displayName = "[501st] INF ACC 04 (Sergeant)";
  461. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  462. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  463. hiddenSelections[] = {"Camo1","camo2"};
  464. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa", "MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  465. hiddenSelectionsMaterials[]=
  466. {
  467. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  468. ""
  469. };
  470. class ItemInfo: ItemInfo
  471. {
  472. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  473. containerClass="Supply100";
  474. hiddenSelectionsMaterials[]=
  475. {
  476. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  477. ""
  478. };
  479. };
  480. };
  481. class macro_new_vest_class(501_inf,acc_5): macro_new_vest_class(501_inf,acc_9)
  482. {
  483. displayName = "[501st] INF ACC 05 (Sr. Sergeant)";
  484. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  485. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  486. hiddenSelections[] = {"Camo1","camo2"};
  487. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa, TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  488. hiddenSelectionsMaterials[]=
  489. {
  490. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  491. ""
  492. };
  493. class ItemInfo: ItemInfo
  494. {
  495. hiddenSelections[]= {"camo1","camo2"};
  496. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  497. containerClass="Supply100";
  498. hiddenSelectionsMaterials[]=
  499. {
  500. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  501. ""
  502. };
  503. };
  504. };
  505. class macro_new_vest_class(501_inf,acc_r1): macro_new_vest_class(501_inf,acc_9)
  506. {
  507. displayName = "[501st] INF ACC RTO (NCO)";
  508. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  509. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  510. hiddenSelections[] = {"Camo1"};
  511. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_rto_pauldron.paa};
  512. hiddenSelectionsMaterials[]=
  513. {
  514. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  515. };
  516. class ItemInfo: ItemInfo
  517. {
  518. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  519. containerClass="Supply100";
  520. hiddenSelections[]=
  521. {
  522. "camo1"
  523. };
  524. hiddenSelectionsMaterials[]=
  525. {
  526. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  527. };
  528. };
  529. };
  530. class macro_new_vest_class(501_inf,acc_r1_v2): macro_new_vest_class(501_inf,acc_r1)
  531. {
  532. displayName = "[501st] INF ACC RTO (NCO) V2";
  533. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  534. class ItemInfo: ItemInfo
  535. {
  536. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  537. };
  538. };
  539. class macro_new_vest_class(501_inf,acc_m1): macro_new_vest_class(501_inf,acc_9)
  540. {
  541. displayName = "[501st] INF ACC Medic (NCO)";
  542. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  543. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  544. hiddenSelections[] = {"Camo1"};
  545. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_medic_pauldron.paa};
  546. hiddenSelectionsMaterials[]=
  547. {
  548. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  549. };
  550. class ItemInfo: ItemInfo
  551. {
  552. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  553. containerClass="Supply100";
  554. hiddenSelections[]=
  555. {
  556. "camo1"
  557. };
  558. hiddenSelectionsMaterials[]=
  559. {
  560. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  561. };
  562. };
  563. };
  564. class macro_new_vest_class(501_inf,acc_m1_v2): macro_new_vest_class(501_inf,acc_m1)
  565. {
  566. displayName = "[501st] INF ACC Medic (NCO) V2";
  567. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  568. class ItemInfo: ItemInfo
  569. {
  570. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  571. };
  572. };
  573. //
  574. class macro_new_vest_class(501_ab,acc_1): macro_new_vest_class(501_inf,acc_9)
  575. {
  576. displayName = "[501st] AB ACC 01 (Cadet)";
  577. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  578. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  579. hiddenSelections[] = {"Camo1","Camo2"};
  580. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_cadet_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  581. hiddenSelectionsMaterials[]=
  582. {
  583. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  584. ""
  585. };
  586. class ItemInfo: ItemInfo
  587. {
  588. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  589. containerClass="Supply100";
  590. hiddenSelections[]=
  591. {
  592. "camo1",
  593. "camo2"
  594. };
  595. hiddenSelectionsMaterials[]=
  596. {
  597. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  598. ""
  599. };
  600. };
  601. };
  602. class macro_new_vest_class(501_ab,acc_2): macro_new_vest_class(501_inf,acc_9)
  603. {
  604. displayName = "[501st] AB ACC 02 (Trooper)";
  605. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  606. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  607. hiddenSelections[] = {"Camo1","Camo2"};
  608. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  609. hiddenSelectionsMaterials[]=
  610. {
  611. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  612. ""
  613. };
  614. class ItemInfo: ItemInfo
  615. {
  616. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  617. containerClass="Supply100";
  618. hiddenSelections[]=
  619. {
  620. "camo1",
  621. "camo2"
  622. };
  623. hiddenSelectionsMaterials[]=
  624. {
  625. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  626. ""
  627. };
  628. };
  629. };
  630. class macro_new_vest_class(501_ab,acc_3): macro_new_vest_class(501_inf,acc_9)
  631. {
  632. displayName = "[501st] AB ACC 03 (Corporal)";
  633. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  634. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  635. hiddenSelections[] = {"Camo1","Camo2"};
  636. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  637. hiddenSelectionsMaterials[]=
  638. {
  639. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  640. ""
  641. };
  642. class ItemInfo: ItemInfo
  643. {
  644. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  645. containerClass="Supply100";
  646. hiddenSelections[]=
  647. {
  648. "camo1",
  649. "camo2"
  650. };
  651. hiddenSelectionsMaterials[]=
  652. {
  653. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  654. ""
  655. };
  656. };
  657. };
  658. class macro_new_vest_class(501_ab,acc_4): macro_new_vest_class(501_inf,acc_9)
  659. {
  660. displayName = "[501st] AB ACC 04 (Sergeant)";
  661. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  662. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  663. hiddenSelections[] = {"Camo1","Camo2"};
  664. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\heavy_accessories_co.paa};
  665. hiddenSelectionsMaterials[]=
  666. {
  667. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  668. ""
  669. };
  670. class ItemInfo: ItemInfo
  671. {
  672. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  673. containerClass="Supply100";
  674. hiddenSelections[]=
  675. {
  676. "camo1",
  677. "camo2"
  678. };
  679. hiddenSelectionsMaterials[]=
  680. {
  681. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  682. ""
  683. };
  684. };
  685. };
  686. class macro_new_vest_class(501_ab,acc_5): macro_new_vest_class(501_inf,acc_9)
  687. {
  688. displayName = "[501st] AB ACC 05 (Sgt. Major)";
  689. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  690. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  691. hiddenSelections[] = {"Camo1"};
  692. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc4_acc.paa};
  693. hiddenSelectionsMaterials[]=
  694. {
  695. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  696. };
  697. class ItemInfo: ItemInfo
  698. {
  699. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  700. containerClass="Supply100";
  701. hiddenSelections[]=
  702. {
  703. "camo1"
  704. };
  705. hiddenSelectionsMaterials[]=
  706. {
  707. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  708. };
  709. };
  710. };
  711. class macro_new_vest_class(501_ab,acc_5_v2): macro_new_vest_class(501_ab,acc_5)
  712. {
  713. displayName = "[501st] AB ACC 05 (Sgt. Major V2)";
  714. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  715. class ItemInfo: ItemInfo
  716. {
  717. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  718. };
  719. };
  720. class macro_new_vest_class(501_ab,acc_13): macro_new_vest_class(501_inf,acc_9)
  721. {
  722. displayName = "[501st] AB ACC 06 (NCOIC)";
  723. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  724. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  725. hiddenSelections[] = {"Camo1"};
  726. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ncoic_acc.paa};
  727. hiddenSelectionsMaterials[]=
  728. {
  729. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  730. };
  731. class ItemInfo: ItemInfo
  732. {
  733. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  734. containerClass="Supply100";
  735. hiddenSelections[]=
  736. {
  737. "camo1"
  738. };
  739. hiddenSelectionsMaterials[]=
  740. {
  741. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  742. };
  743. };
  744. };
  745. class macro_new_vest_class(501_ab,acc_13_v2): macro_new_vest_class(501_ab,acc_13)
  746. {
  747. displayName = "[501st] AB ACC 06 (NCOIC V2)";
  748. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  749. class ItemInfo: ItemInfo
  750. {
  751. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  752. };
  753. };
  754. class macro_new_vest_class(501_ab,acc_6): macro_new_vest_class(501_inf,acc_9)
  755. {
  756. displayName = "[501st] AB ACC 07 (Second Lt.)";
  757. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  758. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  759. hiddenSelections[] = {"Camo1"};
  760. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc3_acc.paa};
  761. hiddenSelectionsMaterials[]=
  762. {
  763. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  764. };
  765. class ItemInfo: ItemInfo
  766. {
  767. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  768. containerClass="Supply100";
  769. hiddenSelections[]=
  770. {
  771. "camo1"
  772. };
  773. hiddenSelectionsMaterials[]=
  774. {
  775. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  776. };
  777. };
  778. };
  779. class macro_new_vest_class(501_ab,acc_6_v2): macro_new_vest_class(501_ab,acc_6)
  780. {
  781. displayName = "[501st] AB ACC 07 (Second Lt. V2)";
  782. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  783. class ItemInfo: ItemInfo
  784. {
  785. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  786. };
  787. };
  788. class macro_new_vest_class(501_ab,acc_7): macro_new_vest_class(501_inf,acc_9)
  789. {
  790. displayName = "[501st] AB ACC 08 (First Lt.)";
  791. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  792. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  793. hiddenSelections[] = {"Camo1"};
  794. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc2_acc.paa};
  795. hiddenSelectionsMaterials[]=
  796. {
  797. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  798. };
  799. class ItemInfo: ItemInfo
  800. {
  801. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  802. containerClass="Supply100";
  803. hiddenSelections[]=
  804. {
  805. "camo1"
  806. };
  807. hiddenSelectionsMaterials[]=
  808. {
  809. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  810. };
  811. };
  812. };
  813. class macro_new_vest_class(501_ab,acc_7_v2): macro_new_vest_class(501_ab,acc_7)
  814. {
  815. displayName = "[501st] AB ACC 08 (First Lt. V2)";
  816. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  817. class ItemInfo: ItemInfo
  818. {
  819. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  820. };
  821. };
  822. class macro_new_vest_class(501_ab,acc_8): macro_new_vest_class(501_inf,acc_9)
  823. {
  824. displayName = "[501st] AB ACC 09 (Captain)";
  825. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  826. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  827. hiddenSelections[] = {"Camo1"};
  828. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc1_acc.paa};
  829. hiddenSelectionsMaterials[]=
  830. {
  831. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  832. };
  833. class ItemInfo: ItemInfo
  834. {
  835. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  836. containerClass="Supply100";
  837. hiddenSelections[]=
  838. {
  839. "camo1"
  840. };
  841. hiddenSelectionsMaterials[]=
  842. {
  843. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  844. };
  845. };
  846. };
  847. class macro_new_vest_class(501_ab,acc_8_v2): macro_new_vest_class(501_ab,acc_8)
  848. {
  849. displayName = "[501st] AB ACC 09 (Captain V2)";
  850. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  851. class ItemInfo: ItemInfo
  852. {
  853. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  854. };
  855. };
  856. class macro_new_vest_class(501_ab,acc_9): macro_new_vest_class(501_inf,acc_9)
  857. {
  858. displayName = "[501st] AB RTO ACC 01 (Corporal)";
  859. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  860. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  861. hiddenSelections[] = {"Camo1","Camo2"};
  862. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc1.paa};
  863. hiddenSelectionsMaterials[]=
  864. {
  865. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  866. ""
  867. };
  868. class ItemInfo: ItemInfo
  869. {
  870. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  871. containerClass="Supply100";
  872. hiddenSelections[]=
  873. {
  874. "camo1",
  875. "camo2"
  876. };
  877. hiddenSelectionsMaterials[]=
  878. {
  879. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  880. ""
  881. };
  882. };
  883. };
  884. class macro_new_vest_class(501_ab,acc_10): macro_new_vest_class(501_inf,acc_9)
  885. {
  886. displayName = "[501st] AB MED ACC 01 (Corporal)";
  887. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  888. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  889. hiddenSelections[] = {"Camo1","Camo2"};
  890. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc1.paa};
  891. hiddenSelectionsMaterials[]=
  892. {
  893. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  894. ""
  895. };
  896. class ItemInfo: ItemInfo
  897. {
  898. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  899. containerClass="Supply100";
  900. hiddenSelections[]=
  901. {
  902. "camo1",
  903. "camo2"
  904. };
  905. hiddenSelectionsMaterials[]=
  906. {
  907. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  908. ""
  909. };
  910. };
  911. };
  912. class macro_new_vest_class(501_ab,acc_11): macro_new_vest_class(501_inf,acc_9)
  913. {
  914. displayName = "[501st] AB RTO ACC 02 (Sergeant)";
  915. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  916. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  917. hiddenSelections[] = {"Camo1","Camo2"};
  918. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc.paa};
  919. hiddenSelectionsMaterials[]=
  920. {
  921. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  922. ""
  923. };
  924. class ItemInfo: ItemInfo
  925. {
  926. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  927. containerClass="Supply100";
  928. hiddenSelections[]=
  929. {
  930. "camo1",
  931. "camo2"
  932. };
  933. hiddenSelectionsMaterials[]=
  934. {
  935. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  936. ""
  937. };
  938. };
  939. };
  940. class macro_new_vest_class(501_ab,acc_12): macro_new_vest_class(501_inf,acc_9)
  941. {
  942. displayName = "[501st] AB MED ACC 02 (Sergeant)";
  943. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  944. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  945. hiddenSelections[] = {"Camo1","Camo2"};
  946. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc.paa};
  947. hiddenSelectionsMaterials[]=
  948. {
  949. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  950. ""
  951. };
  952. class ItemInfo: ItemInfo
  953. {
  954. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  955. containerClass="Supply100";
  956. hiddenSelections[]=
  957. {
  958. "camo1",
  959. "camo2"
  960. };
  961. hiddenSelectionsMaterials[]=
  962. {
  963. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  964. ""
  965. };
  966. };
  967. };
  968. //
  969. class macro_new_vest_class(501_avi,acc_1): macro_new_vest_class(501_inf,acc_9)
  970. {
  971. displayName = "[501st] AVI ACC 01 (Flight Officer)";
  972. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  973. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  974. hiddenSelections[] = {"Camo1"};
  975. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  976. hiddenSelectionsMaterials[]=
  977. {
  978. };
  979. class ItemInfo: ItemInfo
  980. {
  981. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  982. containerClass="Supply100";
  983. hiddenSelections[]=
  984. {
  985. "camo1"
  986. };
  987. hiddenSelectionsMaterials[]=
  988. {
  989. };
  990. };
  991. };
  992. class macro_new_vest_class(501_avi,acc_2): macro_new_vest_class(501_inf,acc_9)
  993. {
  994. displayName = "[501st] AVI ACC 02 (Jr. Lieutenant)";
  995. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  996. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  997. hiddenSelections[] = {"Camo1","Camo2"};
  998. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa","MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  999. hiddenSelectionsMaterials[]=
  1000. {
  1001. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1002. ""
  1003. };
  1004. class ItemInfo: ItemInfo
  1005. {
  1006. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  1007. containerClass="Supply100";
  1008. hiddenSelections[]=
  1009. {
  1010. "camo1",
  1011. "camo2"
  1012. };
  1013. hiddenSelectionsMaterials[]=
  1014. {
  1015. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1016. ""
  1017. };
  1018. };
  1019. };
  1020. class macro_new_vest_class(501_avi,acc_3): macro_new_vest_class(501_inf,acc_9)
  1021. {
  1022. displayName = "[501st] AVI ACC 03 (Second Lieutenant)";
  1023. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1024. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1025. hiddenSelections[] = {"Camo1"};
  1026. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx1_acc.paa};
  1027. hiddenSelectionsMaterials[]=
  1028. {
  1029. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1030. };
  1031. class ItemInfo: ItemInfo
  1032. {
  1033. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1034. containerClass="Supply100";
  1035. hiddenSelections[]=
  1036. {
  1037. "camo1"
  1038. };
  1039. hiddenSelectionsMaterials[]=
  1040. {
  1041. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1042. };
  1043. };
  1044. };
  1045. class macro_new_vest_class(501_avi,acc_3_v2): macro_new_vest_class(501_avi,acc_3)
  1046. {
  1047. displayName = "[501st] AVI ACC 03 (Second Lieutenant) V2";
  1048. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1049. class ItemInfo: ItemInfo
  1050. {
  1051. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1052. };
  1053. };
  1054. class macro_new_vest_class(501_avi,acc_4): macro_new_vest_class(501_inf,acc_9)
  1055. {
  1056. displayName = "[501st] AVI ACC 04 (First Lieutenant)";
  1057. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1058. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1059. hiddenSelections[] = {"Camo1"};
  1060. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx2_acc.paa};
  1061. hiddenSelectionsMaterials[]=
  1062. {
  1063. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1064. };
  1065. class ItemInfo: ItemInfo
  1066. {
  1067. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1068. containerClass="Supply100";
  1069. hiddenSelections[]=
  1070. {
  1071. "camo1"
  1072. };
  1073. hiddenSelectionsMaterials[]=
  1074. {
  1075. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1076. };
  1077. };
  1078. };
  1079. class macro_new_vest_class(501_avi,acc_4_v2): macro_new_vest_class(501_avi,acc_4)
  1080. {
  1081. displayName = "[501st] AVI ACC 04 (First Lieutenant) V2";
  1082. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1083. class ItemInfo: ItemInfo
  1084. {
  1085. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1086. };
  1087. };
  1088. class macro_new_vest_class(501_avi,acc_5): macro_new_vest_class(501_inf,acc_9)
  1089. {
  1090. displayName = "[501st] AVI ACC 05 (Captain)";
  1091. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1092. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1093. hiddenSelections[] = {"Camo1"};
  1094. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx_acc.paa};
  1095. hiddenSelectionsMaterials[]=
  1096. {
  1097. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1098. };
  1099. class ItemInfo: ItemInfo
  1100. {
  1101. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1102. containerClass="Supply100";
  1103. hiddenSelections[]=
  1104. {
  1105. "camo1"
  1106. };
  1107. hiddenSelectionsMaterials[]=
  1108. {
  1109. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1110. };
  1111. };
  1112. };
  1113. class macro_new_vest_class(501_avi,acc_5_v2): macro_new_vest_class(501_avi,acc_5)
  1114. {
  1115. displayName = "[501st] AVI ACC 05 (Captain) V2";
  1116. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1117. class ItemInfo: ItemInfo
  1118. {
  1119. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1120. };
  1121. };
  1122. //
  1123. class macro_new_vest_class(501_arc,acc_1): macro_new_vest_class(501_inf,acc_9)
  1124. {
  1125. displayname = "[501st] ARC ACC 01"
  1126. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1127. model="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1128. hiddenSelections[] = {"Camo1"};
  1129. hiddenSelectionsTextures[] = {MRC\JLTS\characters\CloneArmor\data\Clone_vest_arc_co.paa};
  1130. hiddenSelectionsMaterials[]=
  1131. {
  1132. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1133. };
  1134. class ItemInfo: ItemInfo
  1135. {
  1136. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1137. containerClass="Supply100";
  1138. hiddenSelections[]=
  1139. {
  1140. "camo1"
  1141. };
  1142. hiddenSelectionsMaterials[]=
  1143. {
  1144. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1145. };
  1146. };
  1147. };
  1148. class macro_new_vest_class(501_arc,acc_3): macro_new_vest_class(501_inf,acc_9)
  1149. {
  1150. displayname = "[501st] ARC ACC 02"
  1151. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1152. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1153. hiddenSelections[] = {"Camo1"};
  1154. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_02.paa};
  1155. hiddenSelectionsMaterials[]=
  1156. {
  1157. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1158. };
  1159. class ItemInfo: ItemInfo
  1160. {
  1161. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1162. containerClass="Supply100";
  1163. hiddenSelections[]=
  1164. {
  1165. "camo1"
  1166. };
  1167. hiddenSelectionsMaterials[]=
  1168. {
  1169. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1170. };
  1171. };
  1172. };
  1173. class macro_new_vest_class(501_arc,acc_4): macro_new_vest_class(501_inf,acc_9)
  1174. {
  1175. displayname = "[501st] ARC ACC 03"
  1176. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1177. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1178. hiddenSelections[] = {"Camo1"};
  1179. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_03.paa};
  1180. hiddenSelectionsMaterials[]=
  1181. {
  1182. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1183. };
  1184. class ItemInfo: ItemInfo
  1185. {
  1186. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1187. containerClass="Supply100";
  1188. hiddenSelections[]=
  1189. {
  1190. "camo1"
  1191. };
  1192. hiddenSelectionsMaterials[]=
  1193. {
  1194. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1195. };
  1196. };
  1197. };
  1198. class macro_new_vest_class(501_arc,acc_5): macro_new_vest_class(501_inf,acc_9)
  1199. {
  1200. displayname = "[501st] ARC ACC 04"
  1201. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1202. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1203. hiddenSelections[] = {"Camo1"};
  1204. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_04.paa};
  1205. hiddenSelectionsMaterials[]=
  1206. {
  1207. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1208. };
  1209. class ItemInfo: ItemInfo
  1210. {
  1211. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1212. containerClass="Supply100";
  1213. hiddenSelections[]=
  1214. {
  1215. "camo1"
  1216. };
  1217. hiddenSelectionsMaterials[]=
  1218. {
  1219. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1220. };
  1221. };
  1222. };
  1223. //
  1224. class macro_new_vest_class(501_rg,acc_1): macro_new_vest_class(501_inf,acc_9)
  1225. {
  1226. displayname = "[Empire] Royal Guard ACC"
  1227. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestKama_ui_ca.paa";
  1228. model="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1229. hiddenSelections[] = {"Camo1"};
  1230. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\acc\rg_acc.paa};
  1231. hiddenSelectionsMaterials[]=
  1232. {
  1233. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1234. };
  1235. class ItemInfo: ItemInfo
  1236. {
  1237. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1238. containerClass="Supply100";
  1239. hiddenSelections[]=
  1240. {
  1241. "camo1"
  1242. };
  1243. hiddenSelectionsMaterials[]=
  1244. {
  1245. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1246. };
  1247. };
  1248. };
  1249. //
  1250. class macro_new_vest_class(501_invis,vest): macro_new_vest_class(501_inf,acc_9)
  1251. {
  1252. displayname = "[501st] Nanoweave Under Armour"
  1253. picture = "\SWOP_sith\data\impguardpalliumicon_x_ca.paa";
  1254. model="RD501_Units\nothing.p3d";
  1255. hiddenSelections[] = {""};
  1256. hiddenSelectionsTextures[] = {""};
  1257. hiddenSelectionsMaterials[]={""};
  1258. class ItemInfo: ItemInfo
  1259. {
  1260. uniformModel="RD501_Units\nothing.p3d";
  1261. containerClass="Supply100";
  1262. hiddenSelections[]={""};
  1263. hiddenSelectionsMaterials[]={""};
  1264. };
  1265. };
  1266. class macro_new_vest_class(501_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1267. {
  1268. displayname = "[501st] Sidearm Holster"
  1269. picture = "\MRC\JLTS\characters\CloneArmor2\data\ui\CloneVestHolster_ui_ca.paa";
  1270. model = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1271. hiddenSelections[] = {"camo1"};
  1272. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1273. class ItemInfo: ItemInfo
  1274. {
  1275. uniformmodel = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1276. containerClass="Supply100";
  1277. hiddenSelections[] = {"camo1"};
  1278. };
  1279. };
  1280. class macro_new_vest_class(501_razorblade_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1281. {
  1282. displayname = "[501st] Razorblade Holster"
  1283. picture="\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_pic.paa";
  1284. model="\RD501_Units\models\razorblade_holster.p3d";
  1285. hiddenSelections[] = {"camo1"};
  1286. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1287. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1288. class ItemInfo: ItemInfo
  1289. {
  1290. uniformModel="\RD501_Units\models\razorblade_holster.p3d";
  1291. containerClass="Supply100";
  1292. hiddenSelections[] = {"camo1"};
  1293. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1294. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1295. };
  1296. };
  1297. class macro_new_vest_class(501_mynock_sgm,vest):macro_new_vest_class(501_inf,acc_9)
  1298. {
  1299. displayname = "[501st] MYN ACC 01"
  1300. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  1301. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1302. hiddenSelections[] = {"camo1"};
  1303. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1304. class ItemInfo: ItemInfo
  1305. {
  1306. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1307. containerClass="Supply100";
  1308. hiddenSelections[] = {"camo1"};
  1309. };
  1310. };
  1311. class macro_new_vest_class(501_mynock_co,vest):macro_new_vest_class(501_inf,acc_9)
  1312. {
  1313. displayname = "[501st] MYN ACC 02"
  1314. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  1315. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1316. hiddenSelections[] = {"camo1"};
  1317. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneLegions\data\Clone_501stOfficer_vest_co.paa"};
  1318. class ItemInfo: ItemInfo
  1319. {
  1320. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1321. containerClass="Supply100";
  1322. hiddenSelections[] = {"camo1"};
  1323. };
  1324. };
  1325. };
  1326. class DefaultEventhandlers;
  1327. class CfgVehicles
  1328. {
  1329. class SWOP_Clonetrooper_501jesse_F;
  1330. class B_Soldier_base_f;
  1331. class B_Soldier_f: B_Soldier_base_F
  1332. {
  1333. class HitPoints;
  1334. };
  1335. class macro_new_uniform_skin_class(blufor,purge_uniform): B_Soldier_base_F
  1336. {
  1337. author = "RD501";
  1338. scope = 1;
  1339. model = "SWOP_clones\uniform\cloneBody.p3d";
  1340. nakedUniform = "U_BasicBody";
  1341. hiddenSelections[] = {"Camo1"};
  1342. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  1343. class EventHandlers :DefaultEventhandlers {};
  1344. };
  1345. class macro_new_uniform_skin_class(blufor,krayt_uniform): B_Soldier_base_F
  1346. {
  1347. author = "RD501";
  1348. scope = 1;
  1349. model = "SWOP_clones\uniform\cloneBody.p3d";
  1350. nakedUniform = "U_BasicBody";
  1351. hiddenSelections[] = {"Camo1"};
  1352. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\uniform_krayt.paa};
  1353. class EventHandlers :DefaultEventhandlers {};
  1354. };
  1355. class macro_new_uniform_skin_class(blufor,jesse): SWOP_Clonetrooper_501jesse_F
  1356. {
  1357. author = "RD501";
  1358. scope = 2;
  1359. model = "SWOP_clones\uniform\cloneBody.p3d";
  1360. nakedUniform = "U_BasicBody";
  1361. hiddenSelections[] = {"Camo1"};
  1362. hiddenSelectionsTextures[] = {
  1363. TEXTUREPATH\Republic\clones\Jesse_medic_uniform.paa
  1364. };
  1365. class EventHandlers : DefaultEventhandlers {};
  1366. };
  1367. class SWOP_Clonetrooper_501srtrooper_F;
  1368. class macro_new_uniform_skin_class(blufor,senior_trooper): SWOP_Clonetrooper_501srtrooper_F
  1369. {
  1370. author = "RD501";
  1371. scope = 1;
  1372. model = "SWOP_clones\uniform\cloneBody.p3d";
  1373. nakedUniform = "U_BasicBody";
  1374. hiddenSelections[] = {"Camo1"};
  1375. hiddenSelectionsTextures[] = {
  1376. TEXTUREPATH\Republic\clones\SRTrooper_uniform.paa
  1377. };
  1378. class EventHandlers : DefaultEventhandlers {};
  1379. };
  1380. class macro_new_uniform_skin_class(blufor,vet_trooper): SWOP_Clonetrooper_501srtrooper_F
  1381. {
  1382. author = "RD501";
  1383. scope = 1;
  1384. model = "SWOP_clones\uniform\cloneBody.p3d";
  1385. nakedUniform = "U_BasicBody";
  1386. hiddenSelections[] = {"Camo1"};
  1387. hiddenSelectionsTextures[] = {
  1388. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1389. };
  1390. class EventHandlers : DefaultEventhandlers {};
  1391. };
  1392. class macro_new_uniform_skin_class(blufor,gold_trooper): SWOP_Clonetrooper_501srtrooper_F
  1393. {
  1394. author = "RD501";
  1395. scope = 1;
  1396. model = "SWOP_clones\uniform\cloneBody.p3d";
  1397. nakedUniform = "U_BasicBody";
  1398. hiddenSelections[] = {"Camo1"};
  1399. hiddenSelectionsTextures[] = {
  1400. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1401. };
  1402. class EventHandlers : DefaultEventhandlers {};
  1403. hiddenSelectionsMaterials[]=
  1404. {
  1405. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  1406. };
  1407. };
  1408. class O_Soldier_base_F;
  1409. class SWOP_Mando_Uniform_black: O_Soldier_base_F
  1410. {
  1411. htMax = 1800;
  1412. htMin = 60;
  1413. class HitPoints
  1414. {
  1415. class HitFace
  1416. {
  1417. armor = 1;
  1418. explosionShielding = 0.1;
  1419. material = -1;
  1420. minimalHit = 0.01;
  1421. name = "face_hub";
  1422. passThrough = 0.8;
  1423. radius = 0.08;
  1424. };
  1425. class HitNeck: HitFace
  1426. {
  1427. armor = 1;
  1428. explosionShielding = 0.5;
  1429. material = -1;
  1430. minimalHit = 0.01;
  1431. name = "neck";
  1432. passThrough = 0.8;
  1433. radius = 0.1;
  1434. };
  1435. class HitHead: HitNeck
  1436. {
  1437. armor = 1;
  1438. depends = "HitFace max HitNeck";
  1439. explosionShielding = 0.5;
  1440. material = -1;
  1441. minimalHit = 0.01;
  1442. name = "head";
  1443. passThrough = 0.8;
  1444. radius = 0.2;
  1445. };
  1446. class HitPelvis
  1447. {
  1448. armor = 6;
  1449. depends = "0";
  1450. explosionShielding = 1;
  1451. material = -1;
  1452. minimalHit = 0.01;
  1453. name = "pelvis";
  1454. passThrough = 0.8;
  1455. radius = 0.24;
  1456. visual = "injury_body";
  1457. };
  1458. class HitAbdomen: HitPelvis
  1459. {
  1460. armor = 1;
  1461. depends = "0";
  1462. explosionShielding = 1;
  1463. material = -1;
  1464. minimalHit = 0.01;
  1465. name = "spine1";
  1466. passThrough = 0.8;
  1467. radius = 0.16;
  1468. visual = "injury_body";
  1469. };
  1470. class HitDiaphragm: HitAbdomen
  1471. {
  1472. armor = 1;
  1473. depends = "0";
  1474. explosionShielding = 6;
  1475. material = -1;
  1476. minimalHit = 0.01;
  1477. name = "spine2";
  1478. passThrough = 0.8;
  1479. radius = 0.18;
  1480. visual = "injury_body";
  1481. };
  1482. class HitChest: HitDiaphragm
  1483. {
  1484. armor = 1;
  1485. depends = "0";
  1486. explosionShielding = 6;
  1487. material = -1;
  1488. minimalHit = 0.01;
  1489. name = "spine3";
  1490. passThrough = 0.8;
  1491. radius = 0.18;
  1492. visual = "injury_body";
  1493. };
  1494. class HitBody: HitChest
  1495. {
  1496. armor = 1000;
  1497. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1498. explosionShielding = 6;
  1499. material = -1;
  1500. minimalHit = 0.01;
  1501. name = "body";
  1502. passThrough = 1;
  1503. radius = 0;
  1504. visual = "injury_body";
  1505. };
  1506. class HitArms
  1507. {
  1508. armor = 3;
  1509. depends = "0";
  1510. explosionShielding = 1;
  1511. material = -1;
  1512. minimalHit = 0.01;
  1513. name = "arms";
  1514. passThrough = 1;
  1515. radius = 0.1;
  1516. visual = "injury_hands";
  1517. };
  1518. class HitHands: HitArms
  1519. {
  1520. armor = 3;
  1521. depends = "HitArms";
  1522. explosionShielding = 1;
  1523. material = -1;
  1524. minimalHit = 0.01;
  1525. name = "hands";
  1526. passThrough = 1;
  1527. radius = 0.1;
  1528. visual = "injury_hands";
  1529. };
  1530. class HitLegs
  1531. {
  1532. armor = 3;
  1533. depends = "0";
  1534. explosionShielding = 1;
  1535. material = -1;
  1536. minimalHit = 0.01;
  1537. name = "legs";
  1538. passThrough = 1;
  1539. radius = 0.14;
  1540. visual = "injury_legs";
  1541. };
  1542. class Incapacitated
  1543. {
  1544. armor = 1000;
  1545. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1546. explosionShielding = 1;
  1547. material = -1;
  1548. minimalHit = 0;
  1549. name = "body";
  1550. passThrough = 1;
  1551. radius = 0;
  1552. visual = "";
  1553. };
  1554. };
  1555. };
  1556. class SWOP_Mando_Uniform_brown: O_Soldier_base_F
  1557. {
  1558. htMax = 1800;
  1559. htMin = 60;
  1560. class HitPoints
  1561. {
  1562. class HitFace
  1563. {
  1564. armor = 1;
  1565. explosionShielding = 0.1;
  1566. material = -1;
  1567. minimalHit = 0.01;
  1568. name = "face_hub";
  1569. passThrough = 0.8;
  1570. radius = 0.08;
  1571. };
  1572. class HitNeck: HitFace
  1573. {
  1574. armor = 1;
  1575. explosionShielding = 0.5;
  1576. material = -1;
  1577. minimalHit = 0.01;
  1578. name = "neck";
  1579. passThrough = 0.8;
  1580. radius = 0.1;
  1581. };
  1582. class HitHead: HitNeck
  1583. {
  1584. armor = 1;
  1585. depends = "HitFace max HitNeck";
  1586. explosionShielding = 0.5;
  1587. material = -1;
  1588. minimalHit = 0.01;
  1589. name = "head";
  1590. passThrough = 0.8;
  1591. radius = 0.2;
  1592. };
  1593. class HitPelvis
  1594. {
  1595. armor = 6;
  1596. depends = "0";
  1597. explosionShielding = 1;
  1598. material = -1;
  1599. minimalHit = 0.01;
  1600. name = "pelvis";
  1601. passThrough = 0.8;
  1602. radius = 0.24;
  1603. visual = "injury_body";
  1604. };
  1605. class HitAbdomen: HitPelvis
  1606. {
  1607. armor = 1;
  1608. depends = "0";
  1609. explosionShielding = 1;
  1610. material = -1;
  1611. minimalHit = 0.01;
  1612. name = "spine1";
  1613. passThrough = 0.8;
  1614. radius = 0.16;
  1615. visual = "injury_body";
  1616. };
  1617. class HitDiaphragm: HitAbdomen
  1618. {
  1619. armor = 1;
  1620. depends = "0";
  1621. explosionShielding = 6;
  1622. material = -1;
  1623. minimalHit = 0.01;
  1624. name = "spine2";
  1625. passThrough = 0.8;
  1626. radius = 0.18;
  1627. visual = "injury_body";
  1628. };
  1629. class HitChest: HitDiaphragm
  1630. {
  1631. armor = 1;
  1632. depends = "0";
  1633. explosionShielding = 6;
  1634. material = -1;
  1635. minimalHit = 0.01;
  1636. name = "spine3";
  1637. passThrough = 0.8;
  1638. radius = 0.18;
  1639. visual = "injury_body";
  1640. };
  1641. class HitBody: HitChest
  1642. {
  1643. armor = 1000;
  1644. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1645. explosionShielding = 6;
  1646. material = -1;
  1647. minimalHit = 0.01;
  1648. name = "body";
  1649. passThrough = 1;
  1650. radius = 0;
  1651. visual = "injury_body";
  1652. };
  1653. class HitArms
  1654. {
  1655. armor = 3;
  1656. depends = "0";
  1657. explosionShielding = 1;
  1658. material = -1;
  1659. minimalHit = 0.01;
  1660. name = "arms";
  1661. passThrough = 1;
  1662. radius = 0.1;
  1663. visual = "injury_hands";
  1664. };
  1665. class HitHands: HitArms
  1666. {
  1667. armor = 3;
  1668. depends = "HitArms";
  1669. explosionShielding = 1;
  1670. material = -1;
  1671. minimalHit = 0.01;
  1672. name = "hands";
  1673. passThrough = 1;
  1674. radius = 0.1;
  1675. visual = "injury_hands";
  1676. };
  1677. class HitLegs
  1678. {
  1679. armor = 3;
  1680. depends = "0";
  1681. explosionShielding = 1;
  1682. material = -1;
  1683. minimalHit = 0.01;
  1684. name = "legs";
  1685. passThrough = 1;
  1686. radius = 0.14;
  1687. visual = "injury_legs";
  1688. };
  1689. class Incapacitated
  1690. {
  1691. armor = 1000;
  1692. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1693. explosionShielding = 1;
  1694. material = -1;
  1695. minimalHit = 0;
  1696. name = "body";
  1697. passThrough = 1;
  1698. radius = 0;
  1699. visual = "";
  1700. };
  1701. };
  1702. };
  1703. class SWOP_Mando_Uniform_Wren: O_Soldier_base_F
  1704. {
  1705. htMax = 1800;
  1706. htMin = 60;
  1707. class HitPoints
  1708. {
  1709. class HitFace
  1710. {
  1711. armor = 1;
  1712. explosionShielding = 0.1;
  1713. material = -1;
  1714. minimalHit = 0.01;
  1715. name = "face_hub";
  1716. passThrough = 0.8;
  1717. radius = 0.08;
  1718. };
  1719. class HitNeck: HitFace
  1720. {
  1721. armor = 1;
  1722. explosionShielding = 0.5;
  1723. material = -1;
  1724. minimalHit = 0.01;
  1725. name = "neck";
  1726. passThrough = 0.8;
  1727. radius = 0.1;
  1728. };
  1729. class HitHead: HitNeck
  1730. {
  1731. armor = 1;
  1732. depends = "HitFace max HitNeck";
  1733. explosionShielding = 0.5;
  1734. material = -1;
  1735. minimalHit = 0.01;
  1736. name = "head";
  1737. passThrough = 0.8;
  1738. radius = 0.2;
  1739. };
  1740. class HitPelvis
  1741. {
  1742. armor = 6;
  1743. depends = "0";
  1744. explosionShielding = 1;
  1745. material = -1;
  1746. minimalHit = 0.01;
  1747. name = "pelvis";
  1748. passThrough = 0.8;
  1749. radius = 0.24;
  1750. visual = "injury_body";
  1751. };
  1752. class HitAbdomen: HitPelvis
  1753. {
  1754. armor = 1;
  1755. depends = "0";
  1756. explosionShielding = 1;
  1757. material = -1;
  1758. minimalHit = 0.01;
  1759. name = "spine1";
  1760. passThrough = 0.8;
  1761. radius = 0.16;
  1762. visual = "injury_body";
  1763. };
  1764. class HitDiaphragm: HitAbdomen
  1765. {
  1766. armor = 1;
  1767. depends = "0";
  1768. explosionShielding = 6;
  1769. material = -1;
  1770. minimalHit = 0.01;
  1771. name = "spine2";
  1772. passThrough = 0.8;
  1773. radius = 0.18;
  1774. visual = "injury_body";
  1775. };
  1776. class HitChest: HitDiaphragm
  1777. {
  1778. armor = 1;
  1779. depends = "0";
  1780. explosionShielding = 6;
  1781. material = -1;
  1782. minimalHit = 0.01;
  1783. name = "spine3";
  1784. passThrough = 0.8;
  1785. radius = 0.18;
  1786. visual = "injury_body";
  1787. };
  1788. class HitBody: HitChest
  1789. {
  1790. armor = 1000;
  1791. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1792. explosionShielding = 6;
  1793. material = -1;
  1794. minimalHit = 0.01;
  1795. name = "body";
  1796. passThrough = 1;
  1797. radius = 0;
  1798. visual = "injury_body";
  1799. };
  1800. class HitArms
  1801. {
  1802. armor = 3;
  1803. depends = "0";
  1804. explosionShielding = 1;
  1805. material = -1;
  1806. minimalHit = 0.01;
  1807. name = "arms";
  1808. passThrough = 1;
  1809. radius = 0.1;
  1810. visual = "injury_hands";
  1811. };
  1812. class HitHands: HitArms
  1813. {
  1814. armor = 3;
  1815. depends = "HitArms";
  1816. explosionShielding = 1;
  1817. material = -1;
  1818. minimalHit = 0.01;
  1819. name = "hands";
  1820. passThrough = 1;
  1821. radius = 0.1;
  1822. visual = "injury_hands";
  1823. };
  1824. class HitLegs
  1825. {
  1826. armor = 3;
  1827. depends = "0";
  1828. explosionShielding = 1;
  1829. material = -1;
  1830. minimalHit = 0.01;
  1831. name = "legs";
  1832. passThrough = 1;
  1833. radius = 0.14;
  1834. visual = "injury_legs";
  1835. };
  1836. class Incapacitated
  1837. {
  1838. armor = 1000;
  1839. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1840. explosionShielding = 1;
  1841. material = -1;
  1842. minimalHit = 0;
  1843. name = "body";
  1844. passThrough = 1;
  1845. radius = 0;
  1846. visual = "";
  1847. };
  1848. };
  1849. };
  1850. class SWOP_Mando_Uniform_DW: O_Soldier_base_F
  1851. {
  1852. htMax = 1800;
  1853. htMin = 60;
  1854. class HitPoints
  1855. {
  1856. class HitFace
  1857. {
  1858. armor = 1;
  1859. explosionShielding = 0.1;
  1860. material = -1;
  1861. minimalHit = 0.01;
  1862. name = "face_hub";
  1863. passThrough = 0.8;
  1864. radius = 0.08;
  1865. };
  1866. class HitNeck: HitFace
  1867. {
  1868. armor = 1;
  1869. explosionShielding = 0.5;
  1870. material = -1;
  1871. minimalHit = 0.01;
  1872. name = "neck";
  1873. passThrough = 0.8;
  1874. radius = 0.1;
  1875. };
  1876. class HitHead: HitNeck
  1877. {
  1878. armor = 1;
  1879. depends = "HitFace max HitNeck";
  1880. explosionShielding = 0.5;
  1881. material = -1;
  1882. minimalHit = 0.01;
  1883. name = "head";
  1884. passThrough = 0.8;
  1885. radius = 0.2;
  1886. };
  1887. class HitPelvis
  1888. {
  1889. armor = 6;
  1890. depends = "0";
  1891. explosionShielding = 1;
  1892. material = -1;
  1893. minimalHit = 0.01;
  1894. name = "pelvis";
  1895. passThrough = 0.8;
  1896. radius = 0.24;
  1897. visual = "injury_body";
  1898. };
  1899. class HitAbdomen: HitPelvis
  1900. {
  1901. armor = 1;
  1902. depends = "0";
  1903. explosionShielding = 1;
  1904. material = -1;
  1905. minimalHit = 0.01;
  1906. name = "spine1";
  1907. passThrough = 0.8;
  1908. radius = 0.16;
  1909. visual = "injury_body";
  1910. };
  1911. class HitDiaphragm: HitAbdomen
  1912. {
  1913. armor = 1;
  1914. depends = "0";
  1915. explosionShielding = 6;
  1916. material = -1;
  1917. minimalHit = 0.01;
  1918. name = "spine2";
  1919. passThrough = 0.8;
  1920. radius = 0.18;
  1921. visual = "injury_body";
  1922. };
  1923. class HitChest: HitDiaphragm
  1924. {
  1925. armor = 1;
  1926. depends = "0";
  1927. explosionShielding = 6;
  1928. material = -1;
  1929. minimalHit = 0.01;
  1930. name = "spine3";
  1931. passThrough = 0.8;
  1932. radius = 0.18;
  1933. visual = "injury_body";
  1934. };
  1935. class HitBody: HitChest
  1936. {
  1937. armor = 1000;
  1938. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1939. explosionShielding = 6;
  1940. material = -1;
  1941. minimalHit = 0.01;
  1942. name = "body";
  1943. passThrough = 1;
  1944. radius = 0;
  1945. visual = "injury_body";
  1946. };
  1947. class HitArms
  1948. {
  1949. armor = 3;
  1950. depends = "0";
  1951. explosionShielding = 1;
  1952. material = -1;
  1953. minimalHit = 0.01;
  1954. name = "arms";
  1955. passThrough = 1;
  1956. radius = 0.1;
  1957. visual = "injury_hands";
  1958. };
  1959. class HitHands: HitArms
  1960. {
  1961. armor = 3;
  1962. depends = "HitArms";
  1963. explosionShielding = 1;
  1964. material = -1;
  1965. minimalHit = 0.01;
  1966. name = "hands";
  1967. passThrough = 1;
  1968. radius = 0.1;
  1969. visual = "injury_hands";
  1970. };
  1971. class HitLegs
  1972. {
  1973. armor = 3;
  1974. depends = "0";
  1975. explosionShielding = 1;
  1976. material = -1;
  1977. minimalHit = 0.01;
  1978. name = "legs";
  1979. passThrough = 1;
  1980. radius = 0.14;
  1981. visual = "injury_legs";
  1982. };
  1983. class Incapacitated
  1984. {
  1985. armor = 1000;
  1986. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1987. explosionShielding = 1;
  1988. material = -1;
  1989. minimalHit = 0;
  1990. name = "body";
  1991. passThrough = 1;
  1992. radius = 0;
  1993. visual = "";
  1994. };
  1995. };
  1996. };
  1997. class SWOP_Mando_Uniform_green: O_Soldier_base_F
  1998. {
  1999. htMax = 1800;
  2000. htMin = 60;
  2001. class HitPoints
  2002. {
  2003. class HitFace
  2004. {
  2005. armor = 1;
  2006. explosionShielding = 0.1;
  2007. material = -1;
  2008. minimalHit = 0.01;
  2009. name = "face_hub";
  2010. passThrough = 0.8;
  2011. radius = 0.08;
  2012. };
  2013. class HitNeck: HitFace
  2014. {
  2015. armor = 1;
  2016. explosionShielding = 0.5;
  2017. material = -1;
  2018. minimalHit = 0.01;
  2019. name = "neck";
  2020. passThrough = 0.8;
  2021. radius = 0.1;
  2022. };
  2023. class HitHead: HitNeck
  2024. {
  2025. armor = 1;
  2026. depends = "HitFace max HitNeck";
  2027. explosionShielding = 0.5;
  2028. material = -1;
  2029. minimalHit = 0.01;
  2030. name = "head";
  2031. passThrough = 0.8;
  2032. radius = 0.2;
  2033. };
  2034. class HitPelvis
  2035. {
  2036. armor = 6;
  2037. depends = "0";
  2038. explosionShielding = 1;
  2039. material = -1;
  2040. minimalHit = 0.01;
  2041. name = "pelvis";
  2042. passThrough = 0.8;
  2043. radius = 0.24;
  2044. visual = "injury_body";
  2045. };
  2046. class HitAbdomen: HitPelvis
  2047. {
  2048. armor = 1;
  2049. depends = "0";
  2050. explosionShielding = 1;
  2051. material = -1;
  2052. minimalHit = 0.01;
  2053. name = "spine1";
  2054. passThrough = 0.8;
  2055. radius = 0.16;
  2056. visual = "injury_body";
  2057. };
  2058. class HitDiaphragm: HitAbdomen
  2059. {
  2060. armor = 1;
  2061. depends = "0";
  2062. explosionShielding = 6;
  2063. material = -1;
  2064. minimalHit = 0.01;
  2065. name = "spine2";
  2066. passThrough = 0.8;
  2067. radius = 0.18;
  2068. visual = "injury_body";
  2069. };
  2070. class HitChest: HitDiaphragm
  2071. {
  2072. armor = 1;
  2073. depends = "0";
  2074. explosionShielding = 6;
  2075. material = -1;
  2076. minimalHit = 0.01;
  2077. name = "spine3";
  2078. passThrough = 0.8;
  2079. radius = 0.18;
  2080. visual = "injury_body";
  2081. };
  2082. class HitBody: HitChest
  2083. {
  2084. armor = 1000;
  2085. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2086. explosionShielding = 6;
  2087. material = -1;
  2088. minimalHit = 0.01;
  2089. name = "body";
  2090. passThrough = 1;
  2091. radius = 0;
  2092. visual = "injury_body";
  2093. };
  2094. class HitArms
  2095. {
  2096. armor = 3;
  2097. depends = "0";
  2098. explosionShielding = 1;
  2099. material = -1;
  2100. minimalHit = 0.01;
  2101. name = "arms";
  2102. passThrough = 1;
  2103. radius = 0.1;
  2104. visual = "injury_hands";
  2105. };
  2106. class HitHands: HitArms
  2107. {
  2108. armor = 3;
  2109. depends = "HitArms";
  2110. explosionShielding = 1;
  2111. material = -1;
  2112. minimalHit = 0.01;
  2113. name = "hands";
  2114. passThrough = 1;
  2115. radius = 0.1;
  2116. visual = "injury_hands";
  2117. };
  2118. class HitLegs
  2119. {
  2120. armor = 3;
  2121. depends = "0";
  2122. explosionShielding = 1;
  2123. material = -1;
  2124. minimalHit = 0.01;
  2125. name = "legs";
  2126. passThrough = 1;
  2127. radius = 0.14;
  2128. visual = "injury_legs";
  2129. };
  2130. class Incapacitated
  2131. {
  2132. armor = 1000;
  2133. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2134. explosionShielding = 1;
  2135. material = -1;
  2136. minimalHit = 0;
  2137. name = "body";
  2138. passThrough = 1;
  2139. radius = 0;
  2140. visual = "";
  2141. };
  2142. };
  2143. };
  2144. class SWOP_Mando_Uniform_protectors: O_Soldier_base_F
  2145. {
  2146. htMax = 1800;
  2147. htMin = 60;
  2148. class HitPoints
  2149. {
  2150. class HitFace
  2151. {
  2152. armor = 1;
  2153. explosionShielding = 0.1;
  2154. material = -1;
  2155. minimalHit = 0.01;
  2156. name = "face_hub";
  2157. passThrough = 0.8;
  2158. radius = 0.08;
  2159. };
  2160. class HitNeck: HitFace
  2161. {
  2162. armor = 1;
  2163. explosionShielding = 0.5;
  2164. material = -1;
  2165. minimalHit = 0.01;
  2166. name = "neck";
  2167. passThrough = 0.8;
  2168. radius = 0.1;
  2169. };
  2170. class HitHead: HitNeck
  2171. {
  2172. armor = 1;
  2173. depends = "HitFace max HitNeck";
  2174. explosionShielding = 0.5;
  2175. material = -1;
  2176. minimalHit = 0.01;
  2177. name = "head";
  2178. passThrough = 0.8;
  2179. radius = 0.2;
  2180. };
  2181. class HitPelvis
  2182. {
  2183. armor = 6;
  2184. depends = "0";
  2185. explosionShielding = 1;
  2186. material = -1;
  2187. minimalHit = 0.01;
  2188. name = "pelvis";
  2189. passThrough = 0.8;
  2190. radius = 0.24;
  2191. visual = "injury_body";
  2192. };
  2193. class HitAbdomen: HitPelvis
  2194. {
  2195. armor = 1;
  2196. depends = "0";
  2197. explosionShielding = 1;
  2198. material = -1;
  2199. minimalHit = 0.01;
  2200. name = "spine1";
  2201. passThrough = 0.8;
  2202. radius = 0.16;
  2203. visual = "injury_body";
  2204. };
  2205. class HitDiaphragm: HitAbdomen
  2206. {
  2207. armor = 1;
  2208. depends = "0";
  2209. explosionShielding = 6;
  2210. material = -1;
  2211. minimalHit = 0.01;
  2212. name = "spine2";
  2213. passThrough = 0.8;
  2214. radius = 0.18;
  2215. visual = "injury_body";
  2216. };
  2217. class HitChest: HitDiaphragm
  2218. {
  2219. armor = 1;
  2220. depends = "0";
  2221. explosionShielding = 6;
  2222. material = -1;
  2223. minimalHit = 0.01;
  2224. name = "spine3";
  2225. passThrough = 0.8;
  2226. radius = 0.18;
  2227. visual = "injury_body";
  2228. };
  2229. class HitBody: HitChest
  2230. {
  2231. armor = 1000;
  2232. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2233. explosionShielding = 6;
  2234. material = -1;
  2235. minimalHit = 0.01;
  2236. name = "body";
  2237. passThrough = 1;
  2238. radius = 0;
  2239. visual = "injury_body";
  2240. };
  2241. class HitArms
  2242. {
  2243. armor = 3;
  2244. depends = "0";
  2245. explosionShielding = 1;
  2246. material = -1;
  2247. minimalHit = 0.01;
  2248. name = "arms";
  2249. passThrough = 1;
  2250. radius = 0.1;
  2251. visual = "injury_hands";
  2252. };
  2253. class HitHands: HitArms
  2254. {
  2255. armor = 3;
  2256. depends = "HitArms";
  2257. explosionShielding = 1;
  2258. material = -1;
  2259. minimalHit = 0.01;
  2260. name = "hands";
  2261. passThrough = 1;
  2262. radius = 0.1;
  2263. visual = "injury_hands";
  2264. };
  2265. class HitLegs
  2266. {
  2267. armor = 3;
  2268. depends = "0";
  2269. explosionShielding = 1;
  2270. material = -1;
  2271. minimalHit = 0.01;
  2272. name = "legs";
  2273. passThrough = 1;
  2274. radius = 0.14;
  2275. visual = "injury_legs";
  2276. };
  2277. class Incapacitated
  2278. {
  2279. armor = 1000;
  2280. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2281. explosionShielding = 1;
  2282. material = -1;
  2283. minimalHit = 0;
  2284. name = "body";
  2285. passThrough = 1;
  2286. radius = 0;
  2287. visual = "";
  2288. };
  2289. };
  2290. };
  2291. class SWOP_Mando_Uniform_red: O_Soldier_base_F
  2292. {
  2293. htMax = 1800;
  2294. htMin = 60;
  2295. class HitPoints
  2296. {
  2297. class HitFace
  2298. {
  2299. armor = 1;
  2300. explosionShielding = 0.1;
  2301. material = -1;
  2302. minimalHit = 0.01;
  2303. name = "face_hub";
  2304. passThrough = 0.8;
  2305. radius = 0.08;
  2306. };
  2307. class HitNeck: HitFace
  2308. {
  2309. armor = 1;
  2310. explosionShielding = 0.5;
  2311. material = -1;
  2312. minimalHit = 0.01;
  2313. name = "neck";
  2314. passThrough = 0.8;
  2315. radius = 0.1;
  2316. };
  2317. class HitHead: HitNeck
  2318. {
  2319. armor = 1;
  2320. depends = "HitFace max HitNeck";
  2321. explosionShielding = 0.5;
  2322. material = -1;
  2323. minimalHit = 0.01;
  2324. name = "head";
  2325. passThrough = 0.8;
  2326. radius = 0.2;
  2327. };
  2328. class HitPelvis
  2329. {
  2330. armor = 6;
  2331. depends = "0";
  2332. explosionShielding = 1;
  2333. material = -1;
  2334. minimalHit = 0.01;
  2335. name = "pelvis";
  2336. passThrough = 0.8;
  2337. radius = 0.24;
  2338. visual = "injury_body";
  2339. };
  2340. class HitAbdomen: HitPelvis
  2341. {
  2342. armor = 1;
  2343. depends = "0";
  2344. explosionShielding = 1;
  2345. material = -1;
  2346. minimalHit = 0.01;
  2347. name = "spine1";
  2348. passThrough = 0.8;
  2349. radius = 0.16;
  2350. visual = "injury_body";
  2351. };
  2352. class HitDiaphragm: HitAbdomen
  2353. {
  2354. armor = 1;
  2355. depends = "0";
  2356. explosionShielding = 6;
  2357. material = -1;
  2358. minimalHit = 0.01;
  2359. name = "spine2";
  2360. passThrough = 0.8;
  2361. radius = 0.18;
  2362. visual = "injury_body";
  2363. };
  2364. class HitChest: HitDiaphragm
  2365. {
  2366. armor = 1;
  2367. depends = "0";
  2368. explosionShielding = 6;
  2369. material = -1;
  2370. minimalHit = 0.01;
  2371. name = "spine3";
  2372. passThrough = 0.8;
  2373. radius = 0.18;
  2374. visual = "injury_body";
  2375. };
  2376. class HitBody: HitChest
  2377. {
  2378. armor = 1000;
  2379. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2380. explosionShielding = 6;
  2381. material = -1;
  2382. minimalHit = 0.01;
  2383. name = "body";
  2384. passThrough = 1;
  2385. radius = 0;
  2386. visual = "injury_body";
  2387. };
  2388. class HitArms
  2389. {
  2390. armor = 3;
  2391. depends = "0";
  2392. explosionShielding = 1;
  2393. material = -1;
  2394. minimalHit = 0.01;
  2395. name = "arms";
  2396. passThrough = 1;
  2397. radius = 0.1;
  2398. visual = "injury_hands";
  2399. };
  2400. class HitHands: HitArms
  2401. {
  2402. armor = 3;
  2403. depends = "HitArms";
  2404. explosionShielding = 1;
  2405. material = -1;
  2406. minimalHit = 0.01;
  2407. name = "hands";
  2408. passThrough = 1;
  2409. radius = 0.1;
  2410. visual = "injury_hands";
  2411. };
  2412. class HitLegs
  2413. {
  2414. armor = 3;
  2415. depends = "0";
  2416. explosionShielding = 1;
  2417. material = -1;
  2418. minimalHit = 0.01;
  2419. name = "legs";
  2420. passThrough = 1;
  2421. radius = 0.14;
  2422. visual = "injury_legs";
  2423. };
  2424. class Incapacitated
  2425. {
  2426. armor = 1000;
  2427. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2428. explosionShielding = 1;
  2429. material = -1;
  2430. minimalHit = 0;
  2431. name = "body";
  2432. passThrough = 1;
  2433. radius = 0;
  2434. visual = "";
  2435. };
  2436. };
  2437. };
  2438. class SWOP_StormTFO_F: O_Soldier_base_F
  2439. {
  2440. htMax = 1800;
  2441. htMin = 60;
  2442. class HitPoints
  2443. {
  2444. class HitFace
  2445. {
  2446. armor = 1;
  2447. explosionShielding = 0.1;
  2448. material = -1;
  2449. minimalHit = 0.01;
  2450. name = "face_hub";
  2451. passThrough = 0.8;
  2452. radius = 0.08;
  2453. };
  2454. class HitNeck: HitFace
  2455. {
  2456. armor = 1;
  2457. explosionShielding = 0.5;
  2458. material = -1;
  2459. minimalHit = 0.01;
  2460. name = "neck";
  2461. passThrough = 0.8;
  2462. radius = 0.1;
  2463. };
  2464. class HitHead: HitNeck
  2465. {
  2466. armor = 1;
  2467. depends = "HitFace max HitNeck";
  2468. explosionShielding = 0.5;
  2469. material = -1;
  2470. minimalHit = 0.01;
  2471. name = "head";
  2472. passThrough = 0.8;
  2473. radius = 0.2;
  2474. };
  2475. class HitPelvis
  2476. {
  2477. armor = 6;
  2478. depends = "0";
  2479. explosionShielding = 1;
  2480. material = -1;
  2481. minimalHit = 0.01;
  2482. name = "pelvis";
  2483. passThrough = 0.8;
  2484. radius = 0.24;
  2485. visual = "injury_body";
  2486. };
  2487. class HitAbdomen: HitPelvis
  2488. {
  2489. armor = 1;
  2490. depends = "0";
  2491. explosionShielding = 1;
  2492. material = -1;
  2493. minimalHit = 0.01;
  2494. name = "spine1";
  2495. passThrough = 0.8;
  2496. radius = 0.16;
  2497. visual = "injury_body";
  2498. };
  2499. class HitDiaphragm: HitAbdomen
  2500. {
  2501. armor = 1;
  2502. depends = "0";
  2503. explosionShielding = 6;
  2504. material = -1;
  2505. minimalHit = 0.01;
  2506. name = "spine2";
  2507. passThrough = 0.8;
  2508. radius = 0.18;
  2509. visual = "injury_body";
  2510. };
  2511. class HitChest: HitDiaphragm
  2512. {
  2513. armor = 1;
  2514. depends = "0";
  2515. explosionShielding = 6;
  2516. material = -1;
  2517. minimalHit = 0.01;
  2518. name = "spine3";
  2519. passThrough = 0.8;
  2520. radius = 0.18;
  2521. visual = "injury_body";
  2522. };
  2523. class HitBody: HitChest
  2524. {
  2525. armor = 1000;
  2526. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2527. explosionShielding = 6;
  2528. material = -1;
  2529. minimalHit = 0.01;
  2530. name = "body";
  2531. passThrough = 1;
  2532. radius = 0;
  2533. visual = "injury_body";
  2534. };
  2535. class HitArms
  2536. {
  2537. armor = 3;
  2538. depends = "0";
  2539. explosionShielding = 1;
  2540. material = -1;
  2541. minimalHit = 0.01;
  2542. name = "arms";
  2543. passThrough = 1;
  2544. radius = 0.1;
  2545. visual = "injury_hands";
  2546. };
  2547. class HitHands: HitArms
  2548. {
  2549. armor = 3;
  2550. depends = "HitArms";
  2551. explosionShielding = 1;
  2552. material = -1;
  2553. minimalHit = 0.01;
  2554. name = "hands";
  2555. passThrough = 1;
  2556. radius = 0.1;
  2557. visual = "injury_hands";
  2558. };
  2559. class HitLegs
  2560. {
  2561. armor = 3;
  2562. depends = "0";
  2563. explosionShielding = 1;
  2564. material = -1;
  2565. minimalHit = 0.01;
  2566. name = "legs";
  2567. passThrough = 1;
  2568. radius = 0.14;
  2569. visual = "injury_legs";
  2570. };
  2571. class Incapacitated
  2572. {
  2573. armor = 1000;
  2574. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2575. explosionShielding = 1;
  2576. material = -1;
  2577. minimalHit = 0;
  2578. name = "body";
  2579. passThrough = 1;
  2580. radius = 0;
  2581. visual = "";
  2582. };
  2583. };
  2584. };
  2585. class SWOP_StormTFO_Exec_F: O_Soldier_base_F
  2586. {
  2587. htMax = 1800;
  2588. htMin = 60;
  2589. class HitPoints
  2590. {
  2591. class HitFace
  2592. {
  2593. armor = 1;
  2594. explosionShielding = 0.1;
  2595. material = -1;
  2596. minimalHit = 0.01;
  2597. name = "face_hub";
  2598. passThrough = 0.8;
  2599. radius = 0.08;
  2600. };
  2601. class HitNeck: HitFace
  2602. {
  2603. armor = 1;
  2604. explosionShielding = 0.5;
  2605. material = -1;
  2606. minimalHit = 0.01;
  2607. name = "neck";
  2608. passThrough = 0.8;
  2609. radius = 0.1;
  2610. };
  2611. class HitHead: HitNeck
  2612. {
  2613. armor = 1;
  2614. depends = "HitFace max HitNeck";
  2615. explosionShielding = 0.5;
  2616. material = -1;
  2617. minimalHit = 0.01;
  2618. name = "head";
  2619. passThrough = 0.8;
  2620. radius = 0.2;
  2621. };
  2622. class HitPelvis
  2623. {
  2624. armor = 6;
  2625. depends = "0";
  2626. explosionShielding = 1;
  2627. material = -1;
  2628. minimalHit = 0.01;
  2629. name = "pelvis";
  2630. passThrough = 0.8;
  2631. radius = 0.24;
  2632. visual = "injury_body";
  2633. };
  2634. class HitAbdomen: HitPelvis
  2635. {
  2636. armor = 1;
  2637. depends = "0";
  2638. explosionShielding = 1;
  2639. material = -1;
  2640. minimalHit = 0.01;
  2641. name = "spine1";
  2642. passThrough = 0.8;
  2643. radius = 0.16;
  2644. visual = "injury_body";
  2645. };
  2646. class HitDiaphragm: HitAbdomen
  2647. {
  2648. armor = 1;
  2649. depends = "0";
  2650. explosionShielding = 6;
  2651. material = -1;
  2652. minimalHit = 0.01;
  2653. name = "spine2";
  2654. passThrough = 0.8;
  2655. radius = 0.18;
  2656. visual = "injury_body";
  2657. };
  2658. class HitChest: HitDiaphragm
  2659. {
  2660. armor = 1;
  2661. depends = "0";
  2662. explosionShielding = 6;
  2663. material = -1;
  2664. minimalHit = 0.01;
  2665. name = "spine3";
  2666. passThrough = 0.8;
  2667. radius = 0.18;
  2668. visual = "injury_body";
  2669. };
  2670. class HitBody: HitChest
  2671. {
  2672. armor = 1000;
  2673. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2674. explosionShielding = 6;
  2675. material = -1;
  2676. minimalHit = 0.01;
  2677. name = "body";
  2678. passThrough = 1;
  2679. radius = 0;
  2680. visual = "injury_body";
  2681. };
  2682. class HitArms
  2683. {
  2684. armor = 3;
  2685. depends = "0";
  2686. explosionShielding = 1;
  2687. material = -1;
  2688. minimalHit = 0.01;
  2689. name = "arms";
  2690. passThrough = 1;
  2691. radius = 0.1;
  2692. visual = "injury_hands";
  2693. };
  2694. class HitHands: HitArms
  2695. {
  2696. armor = 3;
  2697. depends = "HitArms";
  2698. explosionShielding = 1;
  2699. material = -1;
  2700. minimalHit = 0.01;
  2701. name = "hands";
  2702. passThrough = 1;
  2703. radius = 0.1;
  2704. visual = "injury_hands";
  2705. };
  2706. class HitLegs
  2707. {
  2708. armor = 3;
  2709. depends = "0";
  2710. explosionShielding = 1;
  2711. material = -1;
  2712. minimalHit = 0.01;
  2713. name = "legs";
  2714. passThrough = 1;
  2715. radius = 0.14;
  2716. visual = "injury_legs";
  2717. };
  2718. class Incapacitated
  2719. {
  2720. armor = 1000;
  2721. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2722. explosionShielding = 1;
  2723. material = -1;
  2724. minimalHit = 0;
  2725. name = "body";
  2726. passThrough = 1;
  2727. radius = 0;
  2728. visual = "";
  2729. };
  2730. };
  2731. };
  2732. class SWOP_ST_clear_F: O_Soldier_base_F
  2733. {
  2734. htMax = 1800;
  2735. htMin = 60;
  2736. class HitPoints
  2737. {
  2738. class HitFace
  2739. {
  2740. armor = 1;
  2741. explosionShielding = 0.1;
  2742. material = -1;
  2743. minimalHit = 0.01;
  2744. name = "face_hub";
  2745. passThrough = 0.8;
  2746. radius = 0.08;
  2747. };
  2748. class HitNeck: HitFace
  2749. {
  2750. armor = 1;
  2751. explosionShielding = 0.5;
  2752. material = -1;
  2753. minimalHit = 0.01;
  2754. name = "neck";
  2755. passThrough = 0.8;
  2756. radius = 0.1;
  2757. };
  2758. class HitHead: HitNeck
  2759. {
  2760. armor = 1;
  2761. depends = "HitFace max HitNeck";
  2762. explosionShielding = 0.5;
  2763. material = -1;
  2764. minimalHit = 0.01;
  2765. name = "head";
  2766. passThrough = 0.8;
  2767. radius = 0.2;
  2768. };
  2769. class HitPelvis
  2770. {
  2771. armor = 6;
  2772. depends = "0";
  2773. explosionShielding = 1;
  2774. material = -1;
  2775. minimalHit = 0.01;
  2776. name = "pelvis";
  2777. passThrough = 0.8;
  2778. radius = 0.24;
  2779. visual = "injury_body";
  2780. };
  2781. class HitAbdomen: HitPelvis
  2782. {
  2783. armor = 1;
  2784. depends = "0";
  2785. explosionShielding = 1;
  2786. material = -1;
  2787. minimalHit = 0.01;
  2788. name = "spine1";
  2789. passThrough = 0.8;
  2790. radius = 0.16;
  2791. visual = "injury_body";
  2792. };
  2793. class HitDiaphragm: HitAbdomen
  2794. {
  2795. armor = 1;
  2796. depends = "0";
  2797. explosionShielding = 6;
  2798. material = -1;
  2799. minimalHit = 0.01;
  2800. name = "spine2";
  2801. passThrough = 0.8;
  2802. radius = 0.18;
  2803. visual = "injury_body";
  2804. };
  2805. class HitChest: HitDiaphragm
  2806. {
  2807. armor = 1;
  2808. depends = "0";
  2809. explosionShielding = 6;
  2810. material = -1;
  2811. minimalHit = 0.01;
  2812. name = "spine3";
  2813. passThrough = 0.8;
  2814. radius = 0.18;
  2815. visual = "injury_body";
  2816. };
  2817. class HitBody: HitChest
  2818. {
  2819. armor = 1000;
  2820. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2821. explosionShielding = 6;
  2822. material = -1;
  2823. minimalHit = 0.01;
  2824. name = "body";
  2825. passThrough = 1;
  2826. radius = 0;
  2827. visual = "injury_body";
  2828. };
  2829. class HitArms
  2830. {
  2831. armor = 3;
  2832. depends = "0";
  2833. explosionShielding = 1;
  2834. material = -1;
  2835. minimalHit = 0.01;
  2836. name = "arms";
  2837. passThrough = 1;
  2838. radius = 0.1;
  2839. visual = "injury_hands";
  2840. };
  2841. class HitHands: HitArms
  2842. {
  2843. armor = 3;
  2844. depends = "HitArms";
  2845. explosionShielding = 1;
  2846. material = -1;
  2847. minimalHit = 0.01;
  2848. name = "hands";
  2849. passThrough = 1;
  2850. radius = 0.1;
  2851. visual = "injury_hands";
  2852. };
  2853. class HitLegs
  2854. {
  2855. armor = 3;
  2856. depends = "0";
  2857. explosionShielding = 1;
  2858. material = -1;
  2859. minimalHit = 0.01;
  2860. name = "legs";
  2861. passThrough = 1;
  2862. radius = 0.14;
  2863. visual = "injury_legs";
  2864. };
  2865. class Incapacitated
  2866. {
  2867. armor = 1000;
  2868. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2869. explosionShielding = 1;
  2870. material = -1;
  2871. minimalHit = 0;
  2872. name = "body";
  2873. passThrough = 1;
  2874. radius = 0;
  2875. visual = "";
  2876. };
  2877. };
  2878. };
  2879. class SWOP_ST_jump_F: O_Soldier_base_F
  2880. {
  2881. htMax = 1800;
  2882. htMin = 60;
  2883. class HitPoints
  2884. {
  2885. class HitFace
  2886. {
  2887. armor = 1;
  2888. explosionShielding = 0.1;
  2889. material = -1;
  2890. minimalHit = 0.01;
  2891. name = "face_hub";
  2892. passThrough = 0.8;
  2893. radius = 0.08;
  2894. };
  2895. class HitNeck: HitFace
  2896. {
  2897. armor = 1;
  2898. explosionShielding = 0.5;
  2899. material = -1;
  2900. minimalHit = 0.01;
  2901. name = "neck";
  2902. passThrough = 0.8;
  2903. radius = 0.1;
  2904. };
  2905. class HitHead: HitNeck
  2906. {
  2907. armor = 1;
  2908. depends = "HitFace max HitNeck";
  2909. explosionShielding = 0.5;
  2910. material = -1;
  2911. minimalHit = 0.01;
  2912. name = "head";
  2913. passThrough = 0.8;
  2914. radius = 0.2;
  2915. };
  2916. class HitPelvis
  2917. {
  2918. armor = 6;
  2919. depends = "0";
  2920. explosionShielding = 1;
  2921. material = -1;
  2922. minimalHit = 0.01;
  2923. name = "pelvis";
  2924. passThrough = 0.8;
  2925. radius = 0.24;
  2926. visual = "injury_body";
  2927. };
  2928. class HitAbdomen: HitPelvis
  2929. {
  2930. armor = 1;
  2931. depends = "0";
  2932. explosionShielding = 1;
  2933. material = -1;
  2934. minimalHit = 0.01;
  2935. name = "spine1";
  2936. passThrough = 0.8;
  2937. radius = 0.16;
  2938. visual = "injury_body";
  2939. };
  2940. class HitDiaphragm: HitAbdomen
  2941. {
  2942. armor = 1;
  2943. depends = "0";
  2944. explosionShielding = 6;
  2945. material = -1;
  2946. minimalHit = 0.01;
  2947. name = "spine2";
  2948. passThrough = 0.8;
  2949. radius = 0.18;
  2950. visual = "injury_body";
  2951. };
  2952. class HitChest: HitDiaphragm
  2953. {
  2954. armor = 1;
  2955. depends = "0";
  2956. explosionShielding = 6;
  2957. material = -1;
  2958. minimalHit = 0.01;
  2959. name = "spine3";
  2960. passThrough = 0.8;
  2961. radius = 0.18;
  2962. visual = "injury_body";
  2963. };
  2964. class HitBody: HitChest
  2965. {
  2966. armor = 1000;
  2967. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2968. explosionShielding = 6;
  2969. material = -1;
  2970. minimalHit = 0.01;
  2971. name = "body";
  2972. passThrough = 1;
  2973. radius = 0;
  2974. visual = "injury_body";
  2975. };
  2976. class HitArms
  2977. {
  2978. armor = 3;
  2979. depends = "0";
  2980. explosionShielding = 1;
  2981. material = -1;
  2982. minimalHit = 0.01;
  2983. name = "arms";
  2984. passThrough = 1;
  2985. radius = 0.1;
  2986. visual = "injury_hands";
  2987. };
  2988. class HitHands: HitArms
  2989. {
  2990. armor = 3;
  2991. depends = "HitArms";
  2992. explosionShielding = 1;
  2993. material = -1;
  2994. minimalHit = 0.01;
  2995. name = "hands";
  2996. passThrough = 1;
  2997. radius = 0.1;
  2998. visual = "injury_hands";
  2999. };
  3000. class HitLegs
  3001. {
  3002. armor = 3;
  3003. depends = "0";
  3004. explosionShielding = 1;
  3005. material = -1;
  3006. minimalHit = 0.01;
  3007. name = "legs";
  3008. passThrough = 1;
  3009. radius = 0.14;
  3010. visual = "injury_legs";
  3011. };
  3012. class Incapacitated
  3013. {
  3014. armor = 1000;
  3015. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3016. explosionShielding = 1;
  3017. material = -1;
  3018. minimalHit = 0;
  3019. name = "body";
  3020. passThrough = 1;
  3021. radius = 0;
  3022. visual = "";
  3023. };
  3024. };
  3025. };
  3026. class SWOP_GreClothes_reb_F: O_Soldier_base_F
  3027. {
  3028. htMax = 1800;
  3029. htMin = 60;
  3030. class HitPoints
  3031. {
  3032. class HitFace
  3033. {
  3034. armor = 1;
  3035. explosionShielding = 0.1;
  3036. material = -1;
  3037. minimalHit = 0.01;
  3038. name = "face_hub";
  3039. passThrough = 0.8;
  3040. radius = 0.08;
  3041. };
  3042. class HitNeck: HitFace
  3043. {
  3044. armor = 1;
  3045. explosionShielding = 0.5;
  3046. material = -1;
  3047. minimalHit = 0.01;
  3048. name = "neck";
  3049. passThrough = 0.8;
  3050. radius = 0.1;
  3051. };
  3052. class HitHead: HitNeck
  3053. {
  3054. armor = 1;
  3055. depends = "HitFace max HitNeck";
  3056. explosionShielding = 0.5;
  3057. material = -1;
  3058. minimalHit = 0.01;
  3059. name = "head";
  3060. passThrough = 0.8;
  3061. radius = 0.2;
  3062. };
  3063. class HitPelvis
  3064. {
  3065. armor = 6;
  3066. depends = "0";
  3067. explosionShielding = 1;
  3068. material = -1;
  3069. minimalHit = 0.01;
  3070. name = "pelvis";
  3071. passThrough = 0.8;
  3072. radius = 0.24;
  3073. visual = "injury_body";
  3074. };
  3075. class HitAbdomen: HitPelvis
  3076. {
  3077. armor = 1;
  3078. depends = "0";
  3079. explosionShielding = 1;
  3080. material = -1;
  3081. minimalHit = 0.01;
  3082. name = "spine1";
  3083. passThrough = 0.8;
  3084. radius = 0.16;
  3085. visual = "injury_body";
  3086. };
  3087. class HitDiaphragm: HitAbdomen
  3088. {
  3089. armor = 1;
  3090. depends = "0";
  3091. explosionShielding = 6;
  3092. material = -1;
  3093. minimalHit = 0.01;
  3094. name = "spine2";
  3095. passThrough = 0.8;
  3096. radius = 0.18;
  3097. visual = "injury_body";
  3098. };
  3099. class HitChest: HitDiaphragm
  3100. {
  3101. armor = 1;
  3102. depends = "0";
  3103. explosionShielding = 6;
  3104. material = -1;
  3105. minimalHit = 0.01;
  3106. name = "spine3";
  3107. passThrough = 0.8;
  3108. radius = 0.18;
  3109. visual = "injury_body";
  3110. };
  3111. class HitBody: HitChest
  3112. {
  3113. armor = 1000;
  3114. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3115. explosionShielding = 6;
  3116. material = -1;
  3117. minimalHit = 0.01;
  3118. name = "body";
  3119. passThrough = 1;
  3120. radius = 0;
  3121. visual = "injury_body";
  3122. };
  3123. class HitArms
  3124. {
  3125. armor = 3;
  3126. depends = "0";
  3127. explosionShielding = 1;
  3128. material = -1;
  3129. minimalHit = 0.01;
  3130. name = "arms";
  3131. passThrough = 1;
  3132. radius = 0.1;
  3133. visual = "injury_hands";
  3134. };
  3135. class HitHands: HitArms
  3136. {
  3137. armor = 3;
  3138. depends = "HitArms";
  3139. explosionShielding = 1;
  3140. material = -1;
  3141. minimalHit = 0.01;
  3142. name = "hands";
  3143. passThrough = 1;
  3144. radius = 0.1;
  3145. visual = "injury_hands";
  3146. };
  3147. class HitLegs
  3148. {
  3149. armor = 3;
  3150. depends = "0";
  3151. explosionShielding = 1;
  3152. material = -1;
  3153. minimalHit = 0.01;
  3154. name = "legs";
  3155. passThrough = 1;
  3156. radius = 0.14;
  3157. visual = "injury_legs";
  3158. };
  3159. class Incapacitated
  3160. {
  3161. armor = 1000;
  3162. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3163. explosionShielding = 1;
  3164. material = -1;
  3165. minimalHit = 0;
  3166. name = "body";
  3167. passThrough = 1;
  3168. radius = 0;
  3169. visual = "";
  3170. };
  3171. };
  3172. };
  3173. class SWOP_Reb_f_DB_F: O_Soldier_base_F
  3174. {
  3175. htMax = 1800;
  3176. htMin = 60;
  3177. class HitPoints
  3178. {
  3179. class HitFace
  3180. {
  3181. armor = 1;
  3182. explosionShielding = 0.1;
  3183. material = -1;
  3184. minimalHit = 0.01;
  3185. name = "face_hub";
  3186. passThrough = 0.8;
  3187. radius = 0.08;
  3188. };
  3189. class HitNeck: HitFace
  3190. {
  3191. armor = 1;
  3192. explosionShielding = 0.5;
  3193. material = -1;
  3194. minimalHit = 0.01;
  3195. name = "neck";
  3196. passThrough = 0.8;
  3197. radius = 0.1;
  3198. };
  3199. class HitHead: HitNeck
  3200. {
  3201. armor = 1;
  3202. depends = "HitFace max HitNeck";
  3203. explosionShielding = 0.5;
  3204. material = -1;
  3205. minimalHit = 0.01;
  3206. name = "head";
  3207. passThrough = 0.8;
  3208. radius = 0.2;
  3209. };
  3210. class HitPelvis
  3211. {
  3212. armor = 6;
  3213. depends = "0";
  3214. explosionShielding = 1;
  3215. material = -1;
  3216. minimalHit = 0.01;
  3217. name = "pelvis";
  3218. passThrough = 0.8;
  3219. radius = 0.24;
  3220. visual = "injury_body";
  3221. };
  3222. class HitAbdomen: HitPelvis
  3223. {
  3224. armor = 1;
  3225. depends = "0";
  3226. explosionShielding = 1;
  3227. material = -1;
  3228. minimalHit = 0.01;
  3229. name = "spine1";
  3230. passThrough = 0.8;
  3231. radius = 0.16;
  3232. visual = "injury_body";
  3233. };
  3234. class HitDiaphragm: HitAbdomen
  3235. {
  3236. armor = 1;
  3237. depends = "0";
  3238. explosionShielding = 6;
  3239. material = -1;
  3240. minimalHit = 0.01;
  3241. name = "spine2";
  3242. passThrough = 0.8;
  3243. radius = 0.18;
  3244. visual = "injury_body";
  3245. };
  3246. class HitChest: HitDiaphragm
  3247. {
  3248. armor = 1;
  3249. depends = "0";
  3250. explosionShielding = 6;
  3251. material = -1;
  3252. minimalHit = 0.01;
  3253. name = "spine3";
  3254. passThrough = 0.8;
  3255. radius = 0.18;
  3256. visual = "injury_body";
  3257. };
  3258. class HitBody: HitChest
  3259. {
  3260. armor = 1000;
  3261. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3262. explosionShielding = 6;
  3263. material = -1;
  3264. minimalHit = 0.01;
  3265. name = "body";
  3266. passThrough = 1;
  3267. radius = 0;
  3268. visual = "injury_body";
  3269. };
  3270. class HitArms
  3271. {
  3272. armor = 3;
  3273. depends = "0";
  3274. explosionShielding = 1;
  3275. material = -1;
  3276. minimalHit = 0.01;
  3277. name = "arms";
  3278. passThrough = 1;
  3279. radius = 0.1;
  3280. visual = "injury_hands";
  3281. };
  3282. class HitHands: HitArms
  3283. {
  3284. armor = 3;
  3285. depends = "HitArms";
  3286. explosionShielding = 1;
  3287. material = -1;
  3288. minimalHit = 0.01;
  3289. name = "hands";
  3290. passThrough = 1;
  3291. radius = 0.1;
  3292. visual = "injury_hands";
  3293. };
  3294. class HitLegs
  3295. {
  3296. armor = 3;
  3297. depends = "0";
  3298. explosionShielding = 1;
  3299. material = -1;
  3300. minimalHit = 0.01;
  3301. name = "legs";
  3302. passThrough = 1;
  3303. radius = 0.14;
  3304. visual = "injury_legs";
  3305. };
  3306. class Incapacitated
  3307. {
  3308. armor = 1000;
  3309. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3310. explosionShielding = 1;
  3311. material = -1;
  3312. minimalHit = 0;
  3313. name = "body";
  3314. passThrough = 1;
  3315. radius = 0;
  3316. visual = "";
  3317. };
  3318. };
  3319. };
  3320. class SWOP_Reb_f_WB_F: O_Soldier_base_F
  3321. {
  3322. htMax = 1800;
  3323. htMin = 60;
  3324. class HitPoints
  3325. {
  3326. class HitFace
  3327. {
  3328. armor = 1;
  3329. explosionShielding = 0.1;
  3330. material = -1;
  3331. minimalHit = 0.01;
  3332. name = "face_hub";
  3333. passThrough = 0.8;
  3334. radius = 0.08;
  3335. };
  3336. class HitNeck: HitFace
  3337. {
  3338. armor = 1;
  3339. explosionShielding = 0.5;
  3340. material = -1;
  3341. minimalHit = 0.01;
  3342. name = "neck";
  3343. passThrough = 0.8;
  3344. radius = 0.1;
  3345. };
  3346. class HitHead: HitNeck
  3347. {
  3348. armor = 1;
  3349. depends = "HitFace max HitNeck";
  3350. explosionShielding = 0.5;
  3351. material = -1;
  3352. minimalHit = 0.01;
  3353. name = "head";
  3354. passThrough = 0.8;
  3355. radius = 0.2;
  3356. };
  3357. class HitPelvis
  3358. {
  3359. armor = 6;
  3360. depends = "0";
  3361. explosionShielding = 1;
  3362. material = -1;
  3363. minimalHit = 0.01;
  3364. name = "pelvis";
  3365. passThrough = 0.8;
  3366. radius = 0.24;
  3367. visual = "injury_body";
  3368. };
  3369. class HitAbdomen: HitPelvis
  3370. {
  3371. armor = 1;
  3372. depends = "0";
  3373. explosionShielding = 1;
  3374. material = -1;
  3375. minimalHit = 0.01;
  3376. name = "spine1";
  3377. passThrough = 0.8;
  3378. radius = 0.16;
  3379. visual = "injury_body";
  3380. };
  3381. class HitDiaphragm: HitAbdomen
  3382. {
  3383. armor = 1;
  3384. depends = "0";
  3385. explosionShielding = 6;
  3386. material = -1;
  3387. minimalHit = 0.01;
  3388. name = "spine2";
  3389. passThrough = 0.8;
  3390. radius = 0.18;
  3391. visual = "injury_body";
  3392. };
  3393. class HitChest: HitDiaphragm
  3394. {
  3395. armor = 1;
  3396. depends = "0";
  3397. explosionShielding = 6;
  3398. material = -1;
  3399. minimalHit = 0.01;
  3400. name = "spine3";
  3401. passThrough = 0.8;
  3402. radius = 0.18;
  3403. visual = "injury_body";
  3404. };
  3405. class HitBody: HitChest
  3406. {
  3407. armor = 1000;
  3408. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3409. explosionShielding = 6;
  3410. material = -1;
  3411. minimalHit = 0.01;
  3412. name = "body";
  3413. passThrough = 1;
  3414. radius = 0;
  3415. visual = "injury_body";
  3416. };
  3417. class HitArms
  3418. {
  3419. armor = 3;
  3420. depends = "0";
  3421. explosionShielding = 1;
  3422. material = -1;
  3423. minimalHit = 0.01;
  3424. name = "arms";
  3425. passThrough = 1;
  3426. radius = 0.1;
  3427. visual = "injury_hands";
  3428. };
  3429. class HitHands: HitArms
  3430. {
  3431. armor = 3;
  3432. depends = "HitArms";
  3433. explosionShielding = 1;
  3434. material = -1;
  3435. minimalHit = 0.01;
  3436. name = "hands";
  3437. passThrough = 1;
  3438. radius = 0.1;
  3439. visual = "injury_hands";
  3440. };
  3441. class HitLegs
  3442. {
  3443. armor = 3;
  3444. depends = "0";
  3445. explosionShielding = 1;
  3446. material = -1;
  3447. minimalHit = 0.01;
  3448. name = "legs";
  3449. passThrough = 1;
  3450. radius = 0.14;
  3451. visual = "injury_legs";
  3452. };
  3453. class Incapacitated
  3454. {
  3455. armor = 1000;
  3456. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3457. explosionShielding = 1;
  3458. material = -1;
  3459. minimalHit = 0;
  3460. name = "body";
  3461. passThrough = 1;
  3462. radius = 0;
  3463. visual = "";
  3464. };
  3465. };
  3466. };
  3467. class SWOP_RebU_F: O_Soldier_base_F
  3468. {
  3469. htMax = 1800;
  3470. htMin = 60;
  3471. class HitPoints
  3472. {
  3473. class HitFace
  3474. {
  3475. armor = 1;
  3476. explosionShielding = 0.1;
  3477. material = -1;
  3478. minimalHit = 0.01;
  3479. name = "face_hub";
  3480. passThrough = 0.8;
  3481. radius = 0.08;
  3482. };
  3483. class HitNeck: HitFace
  3484. {
  3485. armor = 1;
  3486. explosionShielding = 0.5;
  3487. material = -1;
  3488. minimalHit = 0.01;
  3489. name = "neck";
  3490. passThrough = 0.8;
  3491. radius = 0.1;
  3492. };
  3493. class HitHead: HitNeck
  3494. {
  3495. armor = 1;
  3496. depends = "HitFace max HitNeck";
  3497. explosionShielding = 0.5;
  3498. material = -1;
  3499. minimalHit = 0.01;
  3500. name = "head";
  3501. passThrough = 0.8;
  3502. radius = 0.2;
  3503. };
  3504. class HitPelvis
  3505. {
  3506. armor = 6;
  3507. depends = "0";
  3508. explosionShielding = 1;
  3509. material = -1;
  3510. minimalHit = 0.01;
  3511. name = "pelvis";
  3512. passThrough = 0.8;
  3513. radius = 0.24;
  3514. visual = "injury_body";
  3515. };
  3516. class HitAbdomen: HitPelvis
  3517. {
  3518. armor = 1;
  3519. depends = "0";
  3520. explosionShielding = 1;
  3521. material = -1;
  3522. minimalHit = 0.01;
  3523. name = "spine1";
  3524. passThrough = 0.8;
  3525. radius = 0.16;
  3526. visual = "injury_body";
  3527. };
  3528. class HitDiaphragm: HitAbdomen
  3529. {
  3530. armor = 1;
  3531. depends = "0";
  3532. explosionShielding = 6;
  3533. material = -1;
  3534. minimalHit = 0.01;
  3535. name = "spine2";
  3536. passThrough = 0.8;
  3537. radius = 0.18;
  3538. visual = "injury_body";
  3539. };
  3540. class HitChest: HitDiaphragm
  3541. {
  3542. armor = 1;
  3543. depends = "0";
  3544. explosionShielding = 6;
  3545. material = -1;
  3546. minimalHit = 0.01;
  3547. name = "spine3";
  3548. passThrough = 0.8;
  3549. radius = 0.18;
  3550. visual = "injury_body";
  3551. };
  3552. class HitBody: HitChest
  3553. {
  3554. armor = 1000;
  3555. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3556. explosionShielding = 6;
  3557. material = -1;
  3558. minimalHit = 0.01;
  3559. name = "body";
  3560. passThrough = 1;
  3561. radius = 0;
  3562. visual = "injury_body";
  3563. };
  3564. class HitArms
  3565. {
  3566. armor = 3;
  3567. depends = "0";
  3568. explosionShielding = 1;
  3569. material = -1;
  3570. minimalHit = 0.01;
  3571. name = "arms";
  3572. passThrough = 1;
  3573. radius = 0.1;
  3574. visual = "injury_hands";
  3575. };
  3576. class HitHands: HitArms
  3577. {
  3578. armor = 3;
  3579. depends = "HitArms";
  3580. explosionShielding = 1;
  3581. material = -1;
  3582. minimalHit = 0.01;
  3583. name = "hands";
  3584. passThrough = 1;
  3585. radius = 0.1;
  3586. visual = "injury_hands";
  3587. };
  3588. class HitLegs
  3589. {
  3590. armor = 3;
  3591. depends = "0";
  3592. explosionShielding = 1;
  3593. material = -1;
  3594. minimalHit = 0.01;
  3595. name = "legs";
  3596. passThrough = 1;
  3597. radius = 0.14;
  3598. visual = "injury_legs";
  3599. };
  3600. class Incapacitated
  3601. {
  3602. armor = 1000;
  3603. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3604. explosionShielding = 1;
  3605. material = -1;
  3606. minimalHit = 0;
  3607. name = "body";
  3608. passThrough = 1;
  3609. radius = 0;
  3610. visual = "";
  3611. };
  3612. };
  3613. };
  3614. class SWOP_RebT_F: O_Soldier_base_F
  3615. {
  3616. htMax = 1800;
  3617. htMin = 60;
  3618. class HitPoints
  3619. {
  3620. class HitFace
  3621. {
  3622. armor = 1;
  3623. explosionShielding = 0.1;
  3624. material = -1;
  3625. minimalHit = 0.01;
  3626. name = "face_hub";
  3627. passThrough = 0.8;
  3628. radius = 0.08;
  3629. };
  3630. class HitNeck: HitFace
  3631. {
  3632. armor = 1;
  3633. explosionShielding = 0.5;
  3634. material = -1;
  3635. minimalHit = 0.01;
  3636. name = "neck";
  3637. passThrough = 0.8;
  3638. radius = 0.1;
  3639. };
  3640. class HitHead: HitNeck
  3641. {
  3642. armor = 1;
  3643. depends = "HitFace max HitNeck";
  3644. explosionShielding = 0.5;
  3645. material = -1;
  3646. minimalHit = 0.01;
  3647. name = "head";
  3648. passThrough = 0.8;
  3649. radius = 0.2;
  3650. };
  3651. class HitPelvis
  3652. {
  3653. armor = 6;
  3654. depends = "0";
  3655. explosionShielding = 1;
  3656. material = -1;
  3657. minimalHit = 0.01;
  3658. name = "pelvis";
  3659. passThrough = 0.8;
  3660. radius = 0.24;
  3661. visual = "injury_body";
  3662. };
  3663. class HitAbdomen: HitPelvis
  3664. {
  3665. armor = 1;
  3666. depends = "0";
  3667. explosionShielding = 1;
  3668. material = -1;
  3669. minimalHit = 0.01;
  3670. name = "spine1";
  3671. passThrough = 0.8;
  3672. radius = 0.16;
  3673. visual = "injury_body";
  3674. };
  3675. class HitDiaphragm: HitAbdomen
  3676. {
  3677. armor = 1;
  3678. depends = "0";
  3679. explosionShielding = 6;
  3680. material = -1;
  3681. minimalHit = 0.01;
  3682. name = "spine2";
  3683. passThrough = 0.8;
  3684. radius = 0.18;
  3685. visual = "injury_body";
  3686. };
  3687. class HitChest: HitDiaphragm
  3688. {
  3689. armor = 1;
  3690. depends = "0";
  3691. explosionShielding = 6;
  3692. material = -1;
  3693. minimalHit = 0.01;
  3694. name = "spine3";
  3695. passThrough = 0.8;
  3696. radius = 0.18;
  3697. visual = "injury_body";
  3698. };
  3699. class HitBody: HitChest
  3700. {
  3701. armor = 1000;
  3702. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3703. explosionShielding = 6;
  3704. material = -1;
  3705. minimalHit = 0.01;
  3706. name = "body";
  3707. passThrough = 1;
  3708. radius = 0;
  3709. visual = "injury_body";
  3710. };
  3711. class HitArms
  3712. {
  3713. armor = 3;
  3714. depends = "0";
  3715. explosionShielding = 1;
  3716. material = -1;
  3717. minimalHit = 0.01;
  3718. name = "arms";
  3719. passThrough = 1;
  3720. radius = 0.1;
  3721. visual = "injury_hands";
  3722. };
  3723. class HitHands: HitArms
  3724. {
  3725. armor = 3;
  3726. depends = "HitArms";
  3727. explosionShielding = 1;
  3728. material = -1;
  3729. minimalHit = 0.01;
  3730. name = "hands";
  3731. passThrough = 1;
  3732. radius = 0.1;
  3733. visual = "injury_hands";
  3734. };
  3735. class HitLegs
  3736. {
  3737. armor = 3;
  3738. depends = "0";
  3739. explosionShielding = 1;
  3740. material = -1;
  3741. minimalHit = 0.01;
  3742. name = "legs";
  3743. passThrough = 1;
  3744. radius = 0.14;
  3745. visual = "injury_legs";
  3746. };
  3747. class Incapacitated
  3748. {
  3749. armor = 1000;
  3750. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3751. explosionShielding = 1;
  3752. material = -1;
  3753. minimalHit = 0;
  3754. name = "body";
  3755. passThrough = 1;
  3756. radius = 0;
  3757. visual = "";
  3758. };
  3759. };
  3760. };
  3761. class SWOP_RebSc_Bl: O_Soldier_base_F
  3762. {
  3763. htMax = 1800;
  3764. htMin = 60;
  3765. class HitPoints
  3766. {
  3767. class HitFace
  3768. {
  3769. armor = 1;
  3770. explosionShielding = 0.1;
  3771. material = -1;
  3772. minimalHit = 0.01;
  3773. name = "face_hub";
  3774. passThrough = 0.8;
  3775. radius = 0.08;
  3776. };
  3777. class HitNeck: HitFace
  3778. {
  3779. armor = 1;
  3780. explosionShielding = 0.5;
  3781. material = -1;
  3782. minimalHit = 0.01;
  3783. name = "neck";
  3784. passThrough = 0.8;
  3785. radius = 0.1;
  3786. };
  3787. class HitHead: HitNeck
  3788. {
  3789. armor = 1;
  3790. depends = "HitFace max HitNeck";
  3791. explosionShielding = 0.5;
  3792. material = -1;
  3793. minimalHit = 0.01;
  3794. name = "head";
  3795. passThrough = 0.8;
  3796. radius = 0.2;
  3797. };
  3798. class HitPelvis
  3799. {
  3800. armor = 6;
  3801. depends = "0";
  3802. explosionShielding = 1;
  3803. material = -1;
  3804. minimalHit = 0.01;
  3805. name = "pelvis";
  3806. passThrough = 0.8;
  3807. radius = 0.24;
  3808. visual = "injury_body";
  3809. };
  3810. class HitAbdomen: HitPelvis
  3811. {
  3812. armor = 1;
  3813. depends = "0";
  3814. explosionShielding = 1;
  3815. material = -1;
  3816. minimalHit = 0.01;
  3817. name = "spine1";
  3818. passThrough = 0.8;
  3819. radius = 0.16;
  3820. visual = "injury_body";
  3821. };
  3822. class HitDiaphragm: HitAbdomen
  3823. {
  3824. armor = 1;
  3825. depends = "0";
  3826. explosionShielding = 6;
  3827. material = -1;
  3828. minimalHit = 0.01;
  3829. name = "spine2";
  3830. passThrough = 0.8;
  3831. radius = 0.18;
  3832. visual = "injury_body";
  3833. };
  3834. class HitChest: HitDiaphragm
  3835. {
  3836. armor = 1;
  3837. depends = "0";
  3838. explosionShielding = 6;
  3839. material = -1;
  3840. minimalHit = 0.01;
  3841. name = "spine3";
  3842. passThrough = 0.8;
  3843. radius = 0.18;
  3844. visual = "injury_body";
  3845. };
  3846. class HitBody: HitChest
  3847. {
  3848. armor = 1000;
  3849. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3850. explosionShielding = 6;
  3851. material = -1;
  3852. minimalHit = 0.01;
  3853. name = "body";
  3854. passThrough = 1;
  3855. radius = 0;
  3856. visual = "injury_body";
  3857. };
  3858. class HitArms
  3859. {
  3860. armor = 3;
  3861. depends = "0";
  3862. explosionShielding = 1;
  3863. material = -1;
  3864. minimalHit = 0.01;
  3865. name = "arms";
  3866. passThrough = 1;
  3867. radius = 0.1;
  3868. visual = "injury_hands";
  3869. };
  3870. class HitHands: HitArms
  3871. {
  3872. armor = 3;
  3873. depends = "HitArms";
  3874. explosionShielding = 1;
  3875. material = -1;
  3876. minimalHit = 0.01;
  3877. name = "hands";
  3878. passThrough = 1;
  3879. radius = 0.1;
  3880. visual = "injury_hands";
  3881. };
  3882. class HitLegs
  3883. {
  3884. armor = 3;
  3885. depends = "0";
  3886. explosionShielding = 1;
  3887. material = -1;
  3888. minimalHit = 0.01;
  3889. name = "legs";
  3890. passThrough = 1;
  3891. radius = 0.14;
  3892. visual = "injury_legs";
  3893. };
  3894. class Incapacitated
  3895. {
  3896. armor = 1000;
  3897. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3898. explosionShielding = 1;
  3899. material = -1;
  3900. minimalHit = 0;
  3901. name = "body";
  3902. passThrough = 1;
  3903. radius = 0;
  3904. visual = "";
  3905. };
  3906. };
  3907. };
  3908. class SWOP_RebSc_B: O_Soldier_base_F
  3909. {
  3910. htMax = 1800;
  3911. htMin = 60;
  3912. class HitPoints
  3913. {
  3914. class HitFace
  3915. {
  3916. armor = 1;
  3917. explosionShielding = 0.1;
  3918. material = -1;
  3919. minimalHit = 0.01;
  3920. name = "face_hub";
  3921. passThrough = 0.8;
  3922. radius = 0.08;
  3923. };
  3924. class HitNeck: HitFace
  3925. {
  3926. armor = 1;
  3927. explosionShielding = 0.5;
  3928. material = -1;
  3929. minimalHit = 0.01;
  3930. name = "neck";
  3931. passThrough = 0.8;
  3932. radius = 0.1;
  3933. };
  3934. class HitHead: HitNeck
  3935. {
  3936. armor = 1;
  3937. depends = "HitFace max HitNeck";
  3938. explosionShielding = 0.5;
  3939. material = -1;
  3940. minimalHit = 0.01;
  3941. name = "head";
  3942. passThrough = 0.8;
  3943. radius = 0.2;
  3944. };
  3945. class HitPelvis
  3946. {
  3947. armor = 6;
  3948. depends = "0";
  3949. explosionShielding = 1;
  3950. material = -1;
  3951. minimalHit = 0.01;
  3952. name = "pelvis";
  3953. passThrough = 0.8;
  3954. radius = 0.24;
  3955. visual = "injury_body";
  3956. };
  3957. class HitAbdomen: HitPelvis
  3958. {
  3959. armor = 1;
  3960. depends = "0";
  3961. explosionShielding = 1;
  3962. material = -1;
  3963. minimalHit = 0.01;
  3964. name = "spine1";
  3965. passThrough = 0.8;
  3966. radius = 0.16;
  3967. visual = "injury_body";
  3968. };
  3969. class HitDiaphragm: HitAbdomen
  3970. {
  3971. armor = 1;
  3972. depends = "0";
  3973. explosionShielding = 6;
  3974. material = -1;
  3975. minimalHit = 0.01;
  3976. name = "spine2";
  3977. passThrough = 0.8;
  3978. radius = 0.18;
  3979. visual = "injury_body";
  3980. };
  3981. class HitChest: HitDiaphragm
  3982. {
  3983. armor = 1;
  3984. depends = "0";
  3985. explosionShielding = 6;
  3986. material = -1;
  3987. minimalHit = 0.01;
  3988. name = "spine3";
  3989. passThrough = 0.8;
  3990. radius = 0.18;
  3991. visual = "injury_body";
  3992. };
  3993. class HitBody: HitChest
  3994. {
  3995. armor = 1000;
  3996. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3997. explosionShielding = 6;
  3998. material = -1;
  3999. minimalHit = 0.01;
  4000. name = "body";
  4001. passThrough = 1;
  4002. radius = 0;
  4003. visual = "injury_body";
  4004. };
  4005. class HitArms
  4006. {
  4007. armor = 3;
  4008. depends = "0";
  4009. explosionShielding = 1;
  4010. material = -1;
  4011. minimalHit = 0.01;
  4012. name = "arms";
  4013. passThrough = 1;
  4014. radius = 0.1;
  4015. visual = "injury_hands";
  4016. };
  4017. class HitHands: HitArms
  4018. {
  4019. armor = 3;
  4020. depends = "HitArms";
  4021. explosionShielding = 1;
  4022. material = -1;
  4023. minimalHit = 0.01;
  4024. name = "hands";
  4025. passThrough = 1;
  4026. radius = 0.1;
  4027. visual = "injury_hands";
  4028. };
  4029. class HitLegs
  4030. {
  4031. armor = 3;
  4032. depends = "0";
  4033. explosionShielding = 1;
  4034. material = -1;
  4035. minimalHit = 0.01;
  4036. name = "legs";
  4037. passThrough = 1;
  4038. radius = 0.14;
  4039. visual = "injury_legs";
  4040. };
  4041. class Incapacitated
  4042. {
  4043. armor = 1000;
  4044. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4045. explosionShielding = 1;
  4046. material = -1;
  4047. minimalHit = 0;
  4048. name = "body";
  4049. passThrough = 1;
  4050. radius = 0;
  4051. visual = "";
  4052. };
  4053. };
  4054. };
  4055. class SWOP_RebS_F: O_Soldier_base_F
  4056. {
  4057. htMax = 1800;
  4058. htMin = 60;
  4059. class HitPoints
  4060. {
  4061. class HitFace
  4062. {
  4063. armor = 1;
  4064. explosionShielding = 0.1;
  4065. material = -1;
  4066. minimalHit = 0.01;
  4067. name = "face_hub";
  4068. passThrough = 0.8;
  4069. radius = 0.08;
  4070. };
  4071. class HitNeck: HitFace
  4072. {
  4073. armor = 1;
  4074. explosionShielding = 0.5;
  4075. material = -1;
  4076. minimalHit = 0.01;
  4077. name = "neck";
  4078. passThrough = 0.8;
  4079. radius = 0.1;
  4080. };
  4081. class HitHead: HitNeck
  4082. {
  4083. armor = 1;
  4084. depends = "HitFace max HitNeck";
  4085. explosionShielding = 0.5;
  4086. material = -1;
  4087. minimalHit = 0.01;
  4088. name = "head";
  4089. passThrough = 0.8;
  4090. radius = 0.2;
  4091. };
  4092. class HitPelvis
  4093. {
  4094. armor = 6;
  4095. depends = "0";
  4096. explosionShielding = 1;
  4097. material = -1;
  4098. minimalHit = 0.01;
  4099. name = "pelvis";
  4100. passThrough = 0.8;
  4101. radius = 0.24;
  4102. visual = "injury_body";
  4103. };
  4104. class HitAbdomen: HitPelvis
  4105. {
  4106. armor = 1;
  4107. depends = "0";
  4108. explosionShielding = 1;
  4109. material = -1;
  4110. minimalHit = 0.01;
  4111. name = "spine1";
  4112. passThrough = 0.8;
  4113. radius = 0.16;
  4114. visual = "injury_body";
  4115. };
  4116. class HitDiaphragm: HitAbdomen
  4117. {
  4118. armor = 1;
  4119. depends = "0";
  4120. explosionShielding = 6;
  4121. material = -1;
  4122. minimalHit = 0.01;
  4123. name = "spine2";
  4124. passThrough = 0.8;
  4125. radius = 0.18;
  4126. visual = "injury_body";
  4127. };
  4128. class HitChest: HitDiaphragm
  4129. {
  4130. armor = 1;
  4131. depends = "0";
  4132. explosionShielding = 6;
  4133. material = -1;
  4134. minimalHit = 0.01;
  4135. name = "spine3";
  4136. passThrough = 0.8;
  4137. radius = 0.18;
  4138. visual = "injury_body";
  4139. };
  4140. class HitBody: HitChest
  4141. {
  4142. armor = 1000;
  4143. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4144. explosionShielding = 6;
  4145. material = -1;
  4146. minimalHit = 0.01;
  4147. name = "body";
  4148. passThrough = 1;
  4149. radius = 0;
  4150. visual = "injury_body";
  4151. };
  4152. class HitArms
  4153. {
  4154. armor = 3;
  4155. depends = "0";
  4156. explosionShielding = 1;
  4157. material = -1;
  4158. minimalHit = 0.01;
  4159. name = "arms";
  4160. passThrough = 1;
  4161. radius = 0.1;
  4162. visual = "injury_hands";
  4163. };
  4164. class HitHands: HitArms
  4165. {
  4166. armor = 3;
  4167. depends = "HitArms";
  4168. explosionShielding = 1;
  4169. material = -1;
  4170. minimalHit = 0.01;
  4171. name = "hands";
  4172. passThrough = 1;
  4173. radius = 0.1;
  4174. visual = "injury_hands";
  4175. };
  4176. class HitLegs
  4177. {
  4178. armor = 3;
  4179. depends = "0";
  4180. explosionShielding = 1;
  4181. material = -1;
  4182. minimalHit = 0.01;
  4183. name = "legs";
  4184. passThrough = 1;
  4185. radius = 0.14;
  4186. visual = "injury_legs";
  4187. };
  4188. class Incapacitated
  4189. {
  4190. armor = 1000;
  4191. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4192. explosionShielding = 1;
  4193. material = -1;
  4194. minimalHit = 0;
  4195. name = "body";
  4196. passThrough = 1;
  4197. radius = 0;
  4198. visual = "";
  4199. };
  4200. };
  4201. };
  4202. class SWOP_Resistance_HeavyUnif_Brown_F: O_Soldier_base_F
  4203. {
  4204. htMax = 1800;
  4205. htMin = 60;
  4206. class HitPoints
  4207. {
  4208. class HitFace
  4209. {
  4210. armor = 1;
  4211. explosionShielding = 0.1;
  4212. material = -1;
  4213. minimalHit = 0.01;
  4214. name = "face_hub";
  4215. passThrough = 0.8;
  4216. radius = 0.08;
  4217. };
  4218. class HitNeck: HitFace
  4219. {
  4220. armor = 1;
  4221. explosionShielding = 0.5;
  4222. material = -1;
  4223. minimalHit = 0.01;
  4224. name = "neck";
  4225. passThrough = 0.8;
  4226. radius = 0.1;
  4227. };
  4228. class HitHead: HitNeck
  4229. {
  4230. armor = 1;
  4231. depends = "HitFace max HitNeck";
  4232. explosionShielding = 0.5;
  4233. material = -1;
  4234. minimalHit = 0.01;
  4235. name = "head";
  4236. passThrough = 0.8;
  4237. radius = 0.2;
  4238. };
  4239. class HitPelvis
  4240. {
  4241. armor = 6;
  4242. depends = "0";
  4243. explosionShielding = 1;
  4244. material = -1;
  4245. minimalHit = 0.01;
  4246. name = "pelvis";
  4247. passThrough = 0.8;
  4248. radius = 0.24;
  4249. visual = "injury_body";
  4250. };
  4251. class HitAbdomen: HitPelvis
  4252. {
  4253. armor = 1;
  4254. depends = "0";
  4255. explosionShielding = 1;
  4256. material = -1;
  4257. minimalHit = 0.01;
  4258. name = "spine1";
  4259. passThrough = 0.8;
  4260. radius = 0.16;
  4261. visual = "injury_body";
  4262. };
  4263. class HitDiaphragm: HitAbdomen
  4264. {
  4265. armor = 1;
  4266. depends = "0";
  4267. explosionShielding = 6;
  4268. material = -1;
  4269. minimalHit = 0.01;
  4270. name = "spine2";
  4271. passThrough = 0.8;
  4272. radius = 0.18;
  4273. visual = "injury_body";
  4274. };
  4275. class HitChest: HitDiaphragm
  4276. {
  4277. armor = 1;
  4278. depends = "0";
  4279. explosionShielding = 6;
  4280. material = -1;
  4281. minimalHit = 0.01;
  4282. name = "spine3";
  4283. passThrough = 0.8;
  4284. radius = 0.18;
  4285. visual = "injury_body";
  4286. };
  4287. class HitBody: HitChest
  4288. {
  4289. armor = 1000;
  4290. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4291. explosionShielding = 6;
  4292. material = -1;
  4293. minimalHit = 0.01;
  4294. name = "body";
  4295. passThrough = 1;
  4296. radius = 0;
  4297. visual = "injury_body";
  4298. };
  4299. class HitArms
  4300. {
  4301. armor = 3;
  4302. depends = "0";
  4303. explosionShielding = 1;
  4304. material = -1;
  4305. minimalHit = 0.01;
  4306. name = "arms";
  4307. passThrough = 1;
  4308. radius = 0.1;
  4309. visual = "injury_hands";
  4310. };
  4311. class HitHands: HitArms
  4312. {
  4313. armor = 3;
  4314. depends = "HitArms";
  4315. explosionShielding = 1;
  4316. material = -1;
  4317. minimalHit = 0.01;
  4318. name = "hands";
  4319. passThrough = 1;
  4320. radius = 0.1;
  4321. visual = "injury_hands";
  4322. };
  4323. class HitLegs
  4324. {
  4325. armor = 3;
  4326. depends = "0";
  4327. explosionShielding = 1;
  4328. material = -1;
  4329. minimalHit = 0.01;
  4330. name = "legs";
  4331. passThrough = 1;
  4332. radius = 0.14;
  4333. visual = "injury_legs";
  4334. };
  4335. class Incapacitated
  4336. {
  4337. armor = 1000;
  4338. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4339. explosionShielding = 1;
  4340. material = -1;
  4341. minimalHit = 0;
  4342. name = "body";
  4343. passThrough = 1;
  4344. radius = 0;
  4345. visual = "";
  4346. };
  4347. };
  4348. };
  4349. class SWOP_Resistance_HeavyUnif_KhakiR_F: O_Soldier_base_F
  4350. {
  4351. htMax = 1800;
  4352. htMin = 60;
  4353. class HitPoints
  4354. {
  4355. class HitFace
  4356. {
  4357. armor = 1;
  4358. explosionShielding = 0.1;
  4359. material = -1;
  4360. minimalHit = 0.01;
  4361. name = "face_hub";
  4362. passThrough = 0.8;
  4363. radius = 0.08;
  4364. };
  4365. class HitNeck: HitFace
  4366. {
  4367. armor = 1;
  4368. explosionShielding = 0.5;
  4369. material = -1;
  4370. minimalHit = 0.01;
  4371. name = "neck";
  4372. passThrough = 0.8;
  4373. radius = 0.1;
  4374. };
  4375. class HitHead: HitNeck
  4376. {
  4377. armor = 1;
  4378. depends = "HitFace max HitNeck";
  4379. explosionShielding = 0.5;
  4380. material = -1;
  4381. minimalHit = 0.01;
  4382. name = "head";
  4383. passThrough = 0.8;
  4384. radius = 0.2;
  4385. };
  4386. class HitPelvis
  4387. {
  4388. armor = 6;
  4389. depends = "0";
  4390. explosionShielding = 1;
  4391. material = -1;
  4392. minimalHit = 0.01;
  4393. name = "pelvis";
  4394. passThrough = 0.8;
  4395. radius = 0.24;
  4396. visual = "injury_body";
  4397. };
  4398. class HitAbdomen: HitPelvis
  4399. {
  4400. armor = 1;
  4401. depends = "0";
  4402. explosionShielding = 1;
  4403. material = -1;
  4404. minimalHit = 0.01;
  4405. name = "spine1";
  4406. passThrough = 0.8;
  4407. radius = 0.16;
  4408. visual = "injury_body";
  4409. };
  4410. class HitDiaphragm: HitAbdomen
  4411. {
  4412. armor = 1;
  4413. depends = "0";
  4414. explosionShielding = 6;
  4415. material = -1;
  4416. minimalHit = 0.01;
  4417. name = "spine2";
  4418. passThrough = 0.8;
  4419. radius = 0.18;
  4420. visual = "injury_body";
  4421. };
  4422. class HitChest: HitDiaphragm
  4423. {
  4424. armor = 1;
  4425. depends = "0";
  4426. explosionShielding = 6;
  4427. material = -1;
  4428. minimalHit = 0.01;
  4429. name = "spine3";
  4430. passThrough = 0.8;
  4431. radius = 0.18;
  4432. visual = "injury_body";
  4433. };
  4434. class HitBody: HitChest
  4435. {
  4436. armor = 1000;
  4437. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4438. explosionShielding = 6;
  4439. material = -1;
  4440. minimalHit = 0.01;
  4441. name = "body";
  4442. passThrough = 1;
  4443. radius = 0;
  4444. visual = "injury_body";
  4445. };
  4446. class HitArms
  4447. {
  4448. armor = 3;
  4449. depends = "0";
  4450. explosionShielding = 1;
  4451. material = -1;
  4452. minimalHit = 0.01;
  4453. name = "arms";
  4454. passThrough = 1;
  4455. radius = 0.1;
  4456. visual = "injury_hands";
  4457. };
  4458. class HitHands: HitArms
  4459. {
  4460. armor = 3;
  4461. depends = "HitArms";
  4462. explosionShielding = 1;
  4463. material = -1;
  4464. minimalHit = 0.01;
  4465. name = "hands";
  4466. passThrough = 1;
  4467. radius = 0.1;
  4468. visual = "injury_hands";
  4469. };
  4470. class HitLegs
  4471. {
  4472. armor = 3;
  4473. depends = "0";
  4474. explosionShielding = 1;
  4475. material = -1;
  4476. minimalHit = 0.01;
  4477. name = "legs";
  4478. passThrough = 1;
  4479. radius = 0.14;
  4480. visual = "injury_legs";
  4481. };
  4482. class Incapacitated
  4483. {
  4484. armor = 1000;
  4485. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4486. explosionShielding = 1;
  4487. material = -1;
  4488. minimalHit = 0;
  4489. name = "body";
  4490. passThrough = 1;
  4491. radius = 0;
  4492. visual = "";
  4493. };
  4494. };
  4495. };
  4496. class SWOP_Resistance_unif_beigeB_F: O_Soldier_base_F
  4497. {
  4498. htMax = 1800;
  4499. htMin = 60;
  4500. class HitPoints
  4501. {
  4502. class HitFace
  4503. {
  4504. armor = 1;
  4505. explosionShielding = 0.1;
  4506. material = -1;
  4507. minimalHit = 0.01;
  4508. name = "face_hub";
  4509. passThrough = 0.8;
  4510. radius = 0.08;
  4511. };
  4512. class HitNeck: HitFace
  4513. {
  4514. armor = 1;
  4515. explosionShielding = 0.5;
  4516. material = -1;
  4517. minimalHit = 0.01;
  4518. name = "neck";
  4519. passThrough = 0.8;
  4520. radius = 0.1;
  4521. };
  4522. class HitHead: HitNeck
  4523. {
  4524. armor = 1;
  4525. depends = "HitFace max HitNeck";
  4526. explosionShielding = 0.5;
  4527. material = -1;
  4528. minimalHit = 0.01;
  4529. name = "head";
  4530. passThrough = 0.8;
  4531. radius = 0.2;
  4532. };
  4533. class HitPelvis
  4534. {
  4535. armor = 6;
  4536. depends = "0";
  4537. explosionShielding = 1;
  4538. material = -1;
  4539. minimalHit = 0.01;
  4540. name = "pelvis";
  4541. passThrough = 0.8;
  4542. radius = 0.24;
  4543. visual = "injury_body";
  4544. };
  4545. class HitAbdomen: HitPelvis
  4546. {
  4547. armor = 1;
  4548. depends = "0";
  4549. explosionShielding = 1;
  4550. material = -1;
  4551. minimalHit = 0.01;
  4552. name = "spine1";
  4553. passThrough = 0.8;
  4554. radius = 0.16;
  4555. visual = "injury_body";
  4556. };
  4557. class HitDiaphragm: HitAbdomen
  4558. {
  4559. armor = 1;
  4560. depends = "0";
  4561. explosionShielding = 6;
  4562. material = -1;
  4563. minimalHit = 0.01;
  4564. name = "spine2";
  4565. passThrough = 0.8;
  4566. radius = 0.18;
  4567. visual = "injury_body";
  4568. };
  4569. class HitChest: HitDiaphragm
  4570. {
  4571. armor = 1;
  4572. depends = "0";
  4573. explosionShielding = 6;
  4574. material = -1;
  4575. minimalHit = 0.01;
  4576. name = "spine3";
  4577. passThrough = 0.8;
  4578. radius = 0.18;
  4579. visual = "injury_body";
  4580. };
  4581. class HitBody: HitChest
  4582. {
  4583. armor = 1000;
  4584. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4585. explosionShielding = 6;
  4586. material = -1;
  4587. minimalHit = 0.01;
  4588. name = "body";
  4589. passThrough = 1;
  4590. radius = 0;
  4591. visual = "injury_body";
  4592. };
  4593. class HitArms
  4594. {
  4595. armor = 3;
  4596. depends = "0";
  4597. explosionShielding = 1;
  4598. material = -1;
  4599. minimalHit = 0.01;
  4600. name = "arms";
  4601. passThrough = 1;
  4602. radius = 0.1;
  4603. visual = "injury_hands";
  4604. };
  4605. class HitHands: HitArms
  4606. {
  4607. armor = 3;
  4608. depends = "HitArms";
  4609. explosionShielding = 1;
  4610. material = -1;
  4611. minimalHit = 0.01;
  4612. name = "hands";
  4613. passThrough = 1;
  4614. radius = 0.1;
  4615. visual = "injury_hands";
  4616. };
  4617. class HitLegs
  4618. {
  4619. armor = 3;
  4620. depends = "0";
  4621. explosionShielding = 1;
  4622. material = -1;
  4623. minimalHit = 0.01;
  4624. name = "legs";
  4625. passThrough = 1;
  4626. radius = 0.14;
  4627. visual = "injury_legs";
  4628. };
  4629. class Incapacitated
  4630. {
  4631. armor = 1000;
  4632. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4633. explosionShielding = 1;
  4634. material = -1;
  4635. minimalHit = 0;
  4636. name = "body";
  4637. passThrough = 1;
  4638. radius = 0;
  4639. visual = "";
  4640. };
  4641. };
  4642. };
  4643. ///Infantry///
  4644. class macro_new_uniform_skin_class(501_inf,recruit): B_Soldier_f
  4645. {
  4646. author = "RD501";
  4647. scope = 1;
  4648. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4649. nakedUniform = "U_BasicBody";
  4650. hiddenSelections[] = {"Camo1","Camo2"};
  4651. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\recruit_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\recruit_armor_lower.paa};
  4652. hiddenSelectionsMaterials[]=
  4653. {
  4654. "MRC\JLTS\characters\CloneArmor\data\clone_armor1_clean.rvmat",
  4655. "MRC\JLTS\characters\CloneArmor\data\clone_armor2_clean.rvmat"
  4656. };
  4657. uniformClass= macro_new_uniform_class(501_inf,recruit);
  4658. class HitPoints: HitPoints
  4659. {
  4660. class HitFace
  4661. {
  4662. armor=1;
  4663. material=-1;
  4664. name="face_hub";
  4665. passThrough=0.80000001;
  4666. radius=0.079999998;
  4667. explosionShielding=0.1;
  4668. minimalHit=0.0099999998;
  4669. };
  4670. class HitNeck: HitFace
  4671. {
  4672. armor=1;
  4673. material=-1;
  4674. name="neck";
  4675. passThrough=0.80000001;
  4676. radius=0.1;
  4677. explosionShielding=0.5;
  4678. minimalHit=0.0099999998;
  4679. };
  4680. class HitHead: HitNeck
  4681. {
  4682. armor=1;
  4683. material=-1;
  4684. name="head";
  4685. passThrough=0.80000001;
  4686. radius=0.2;
  4687. explosionShielding=0.5;
  4688. minimalHit=0.0099999998;
  4689. depends="HitFace max HitNeck";
  4690. };
  4691. class HitPelvis: HitHead
  4692. {
  4693. armor=8;
  4694. material=-1;
  4695. name="pelvis";
  4696. passThrough=0.80000001;
  4697. radius=0.23999999;
  4698. explosionShielding=3;
  4699. visual="injury_body";
  4700. minimalHit=0.0099999998;
  4701. depends="";
  4702. };
  4703. class HitAbdomen: HitPelvis
  4704. {
  4705. armor=6;
  4706. material=-1;
  4707. name="spine1";
  4708. passThrough=0.80000001;
  4709. radius=0.16;
  4710. explosionShielding=3;
  4711. visual="injury_body";
  4712. minimalHit=0.0099999998;
  4713. };
  4714. class HitDiaphragm: HitAbdomen
  4715. {
  4716. armor=6;
  4717. material=-1;
  4718. name="spine2";
  4719. passThrough=0.33000001;
  4720. radius=0.18000001;
  4721. explosionShielding=6;
  4722. visual="injury_body";
  4723. minimalHit=0.0099999998;
  4724. };
  4725. class HitChest: HitDiaphragm
  4726. {
  4727. armor=8;
  4728. material=-1;
  4729. name="spine3";
  4730. passThrough="0.33000001radius = 0.18";
  4731. explosionShielding=6;
  4732. visual="injury_body";
  4733. minimalHit=0.0099999998;
  4734. };
  4735. class HitBody: HitChest
  4736. {
  4737. armor=1000;
  4738. material=-1;
  4739. name="body";
  4740. passThrough=1;
  4741. radius=0;
  4742. explosionShielding=6;
  4743. visual="injury_body";
  4744. minimalHit=0.0099999998;
  4745. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4746. };
  4747. class HitArms: HitBody
  4748. {
  4749. armor=6;
  4750. material=-1;
  4751. name="arms";
  4752. passThrough=1;
  4753. radius=0.1;
  4754. explosionShielding=3;
  4755. visual="injury_hands";
  4756. minimalHit=0.0099999998;
  4757. depends="0";
  4758. };
  4759. class HitHands: HitArms
  4760. {
  4761. armor=6;
  4762. material=-1;
  4763. name="hands";
  4764. passThrough=1;
  4765. radius=0.1;
  4766. explosionShielding=1;
  4767. visual="injury_hands";
  4768. minimalHit=0.0099999998;
  4769. depends="HitArms";
  4770. };
  4771. class HitLegs: HitHands
  4772. {
  4773. armor=6;
  4774. material=-1;
  4775. name="legs";
  4776. passThrough=1;
  4777. radius=0.14;
  4778. explosionShielding=3;
  4779. visual="injury_legs";
  4780. minimalHit=0.0099999998;
  4781. depends="0";
  4782. };
  4783. class Incapacitated: HitLegs
  4784. {
  4785. armor=1000;
  4786. material=-1;
  4787. name="body";
  4788. passThrough=1;
  4789. radius=0;
  4790. explosionShielding=3;
  4791. visual="";
  4792. minimalHit=0;
  4793. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4794. };
  4795. class HitLeftArm
  4796. {
  4797. armor=6;
  4798. material=-1;
  4799. name="hand_l";
  4800. passThrough=1;
  4801. radius=0.079999998;
  4802. explosionShielding=3;
  4803. visual="injury_hands";
  4804. minimalHit=0.0099999998;
  4805. };
  4806. class HitRightArm: HitLeftArm
  4807. {
  4808. name="hand_r";
  4809. };
  4810. class HitLeftLeg
  4811. {
  4812. armor=6;
  4813. material=-1;
  4814. name="leg_l";
  4815. passThrough=1;
  4816. radius=0.1;
  4817. explosionShielding=3;
  4818. visual="injury_legs";
  4819. minimalHit=0.0099999998;
  4820. };
  4821. class HitRightLeg: HitLeftLeg
  4822. {
  4823. name="leg_r";
  4824. };
  4825. };
  4826. armor=2;
  4827. armorStructural=4;
  4828. explosionShielding=0.40000001;
  4829. minTotalDamageThreshold=0.001;
  4830. impactDamageMultiplier=0.5;
  4831. };
  4832. class macro_new_uniform_skin_class(501_inf,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4833. {
  4834. author = "RD501";
  4835. scope = 1;
  4836. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4837. nakedUniform = "U_BasicBody";
  4838. hiddenSelections[] = {"Camo1","Camo2"};
  4839. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_Armor_Upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4840. };
  4841. class macro_new_uniform_skin_class(501_inf_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4842. {
  4843. author = "RD501";
  4844. scope = 1;
  4845. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4846. nakedUniform = "U_BasicBody";
  4847. hiddenSelections[] = {"Camo1","Camo2"};
  4848. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4849. };
  4850. class macro_new_uniform_skin_class(501_inf_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4851. {
  4852. author = "RD501";
  4853. scope = 1;
  4854. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4855. nakedUniform = "U_BasicBody";
  4856. hiddenSelections[] = {"Camo1","Camo2"};
  4857. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4858. };
  4859. class macro_new_uniform_skin_class(501_inf,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4860. {
  4861. author = "RD501";
  4862. scope = 1;
  4863. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4864. nakedUniform = "U_BasicBody";
  4865. hiddenSelections[] = {"Camo1","Camo2"};
  4866. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4867. };
  4868. class macro_new_uniform_skin_class(501_inf_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4869. {
  4870. author = "RD501";
  4871. scope = 1;
  4872. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4873. nakedUniform = "U_BasicBody";
  4874. hiddenSelections[] = {"Camo1","Camo2"};
  4875. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4876. };
  4877. class macro_new_uniform_skin_class(501_inf_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4878. {
  4879. author = "RD501";
  4880. scope = 1;
  4881. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4882. nakedUniform = "U_BasicBody";
  4883. hiddenSelections[] = {"Camo1","Camo2"};
  4884. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4885. };
  4886. class macro_new_uniform_skin_class(501_inf,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4887. {
  4888. author = "RD501";
  4889. scope = 1;
  4890. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4891. nakedUniform = "U_BasicBody";
  4892. hiddenSelections[] = {"Camo1","Camo2"};
  4893. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4894. };
  4895. class macro_new_uniform_skin_class(501_inf_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4896. {
  4897. author = "RD501";
  4898. scope = 1;
  4899. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4900. nakedUniform = "U_BasicBody";
  4901. hiddenSelections[] = {"Camo1","Camo2"};
  4902. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4903. };
  4904. class macro_new_uniform_skin_class(501_inf_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4905. {
  4906. author = "RD501";
  4907. scope = 1;
  4908. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4909. nakedUniform = "U_BasicBody";
  4910. hiddenSelections[] = {"Camo1","Camo2"};
  4911. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4912. };
  4913. class macro_new_uniform_skin_class(501_inf,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4914. {
  4915. author = "RD501";
  4916. scope = 1;
  4917. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4918. nakedUniform = "U_BasicBody";
  4919. hiddenSelections[] = {"Camo1","Camo2"};
  4920. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4921. };
  4922. class macro_new_uniform_skin_class(501_inf_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4923. {
  4924. author = "RD501";
  4925. scope = 1;
  4926. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4927. nakedUniform = "U_BasicBody";
  4928. hiddenSelections[] = {"Camo1","Camo2"};
  4929. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4930. };
  4931. class macro_new_uniform_skin_class(501_inf_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4932. {
  4933. author = "RD501";
  4934. scope = 1;
  4935. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4936. nakedUniform = "U_BasicBody";
  4937. hiddenSelections[] = {"Camo1","Camo2"};
  4938. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4939. };
  4940. class macro_new_uniform_skin_class(501_inf,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4941. {
  4942. author = "RD501";
  4943. scope = 1;
  4944. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4945. nakedUniform = "U_BasicBody";
  4946. hiddenSelections[] = {"Camo1","Camo2"};
  4947. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4948. };
  4949. class macro_new_uniform_skin_class(501_inf_medic,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4950. {
  4951. author = "RD501";
  4952. scope = 1;
  4953. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4954. nakedUniform = "U_BasicBody";
  4955. hiddenSelections[] = {"Camo1","Camo2"};
  4956. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4957. };
  4958. class macro_new_uniform_skin_class(501_inf_rto,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4959. {
  4960. author = "RD501";
  4961. scope = 1;
  4962. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4963. nakedUniform = "U_BasicBody";
  4964. hiddenSelections[] = {"Camo1","Camo2"};
  4965. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4966. };
  4967. ///Airborne///
  4968. class macro_new_uniform_skin_class(501_ab,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4969. {
  4970. author = "RD501";
  4971. scope = 1;
  4972. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4973. nakedUniform = "U_BasicBody";
  4974. hiddenSelections[] = {"Camo1","Camo2"};
  4975. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4976. };
  4977. class macro_new_uniform_skin_class(501_ab_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4978. {
  4979. author = "RD501";
  4980. scope = 1;
  4981. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4982. nakedUniform = "U_BasicBody";
  4983. hiddenSelections[] = {"Camo1","Camo2"};
  4984. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4985. };
  4986. class macro_new_uniform_skin_class(501_ab_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4987. {
  4988. author = "RD501";
  4989. scope = 1;
  4990. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4991. nakedUniform = "U_BasicBody";
  4992. hiddenSelections[] = {"Camo1","Camo2"};
  4993. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4994. };
  4995. class macro_new_uniform_skin_class(501_ab,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4996. {
  4997. author = "RD501";
  4998. scope = 1;
  4999. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5000. nakedUniform = "U_BasicBody";
  5001. hiddenSelections[] = {"Camo1","Camo2"};
  5002. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5003. };
  5004. class macro_new_uniform_skin_class(501_ab_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5005. {
  5006. author = "RD501";
  5007. scope = 1;
  5008. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5009. nakedUniform = "U_BasicBody";
  5010. hiddenSelections[] = {"Camo1","Camo2"};
  5011. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5012. };
  5013. class macro_new_uniform_skin_class(501_ab_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5014. {
  5015. author = "RD501";
  5016. scope = 1;
  5017. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5018. nakedUniform = "U_BasicBody";
  5019. hiddenSelections[] = {"Camo1","Camo2"};
  5020. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5021. };
  5022. class macro_new_uniform_skin_class(501_ab,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5023. {
  5024. author = "RD501";
  5025. scope = 1;
  5026. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5027. nakedUniform = "U_BasicBody";
  5028. hiddenSelections[] = {"Camo1","Camo2"};
  5029. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5030. };
  5031. class macro_new_uniform_skin_class(501_ab_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5032. {
  5033. author = "RD501";
  5034. scope = 1;
  5035. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5036. nakedUniform = "U_BasicBody";
  5037. hiddenSelections[] = {"Camo1","Camo2"};
  5038. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5039. };
  5040. class macro_new_uniform_skin_class(501_ab_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5041. {
  5042. author = "RD501";
  5043. scope = 1;
  5044. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5045. nakedUniform = "U_BasicBody";
  5046. hiddenSelections[] = {"Camo1","Camo2"};
  5047. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5048. };
  5049. class macro_new_uniform_skin_class(501_ab,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5050. {
  5051. author = "RD501";
  5052. scope = 1;
  5053. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5054. nakedUniform = "U_BasicBody";
  5055. hiddenSelections[] = {"Camo1","Camo2"};
  5056. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5057. };
  5058. class macro_new_uniform_skin_class(501_ab_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5059. {
  5060. author = "RD501";
  5061. scope = 1;
  5062. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5063. nakedUniform = "U_BasicBody";
  5064. hiddenSelections[] = {"Camo1","Camo2"};
  5065. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5066. };
  5067. class macro_new_uniform_skin_class(501_ab_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5068. {
  5069. author = "RD501";
  5070. scope = 1;
  5071. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5072. nakedUniform = "U_BasicBody";
  5073. hiddenSelections[] = {"Camo1","Camo2"};
  5074. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5075. };
  5076. class macro_new_uniform_skin_class(501_ab,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5077. {
  5078. author = "RD501";
  5079. scope = 1;
  5080. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5081. nakedUniform = "U_BasicBody";
  5082. hiddenSelections[] = {"Camo1","Camo2"};
  5083. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5084. };
  5085. class macro_new_uniform_skin_class(501_ab_medic,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5086. {
  5087. author = "RD501";
  5088. scope = 1;
  5089. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5090. nakedUniform = "U_BasicBody";
  5091. hiddenSelections[] = {"Camo1","Camo2"};
  5092. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5093. };
  5094. class macro_new_uniform_skin_class(501_ab_rto,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5095. {
  5096. author = "RD501";
  5097. scope = 1;
  5098. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5099. nakedUniform = "U_BasicBody";
  5100. hiddenSelections[] = {"Camo1","Camo2"};
  5101. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5102. };
  5103. class macro_new_uniform_skin_class(501_ab,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5104. {
  5105. author = "RD501";
  5106. scope = 1;
  5107. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5108. nakedUniform = "U_BasicBody";
  5109. hiddenSelections[] = {"Camo1","Camo2"};
  5110. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5111. };
  5112. class macro_new_uniform_skin_class(501_ab_medic,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5113. {
  5114. author = "RD501";
  5115. scope = 1;
  5116. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5117. nakedUniform = "U_BasicBody";
  5118. hiddenSelections[] = {"Camo1","Camo2"};
  5119. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5120. };
  5121. class macro_new_uniform_skin_class(501_ab_rto,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5122. {
  5123. author = "RD501";
  5124. scope = 1;
  5125. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5126. nakedUniform = "U_BasicBody";
  5127. hiddenSelections[] = {"Camo1","Camo2"};
  5128. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5129. };
  5130. class macro_new_uniform_skin_class(501_ab,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5131. {
  5132. author = "RD501";
  5133. scope = 1;
  5134. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5135. nakedUniform = "U_BasicBody";
  5136. hiddenSelections[] = {"Camo1","Camo2"};
  5137. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5138. };
  5139. class macro_new_uniform_skin_class(501_ab_medic,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5140. {
  5141. author = "RD501";
  5142. scope = 1;
  5143. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5144. nakedUniform = "U_BasicBody";
  5145. hiddenSelections[] = {"Camo1","Camo2"};
  5146. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5147. };
  5148. class macro_new_uniform_skin_class(501_ab_rto,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5149. {
  5150. author = "RD501";
  5151. scope = 1;
  5152. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5153. nakedUniform = "U_BasicBody";
  5154. hiddenSelections[] = {"Camo1","Camo2"};
  5155. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5156. };
  5157. class macro_new_uniform_skin_class(501_ab,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5158. {
  5159. author = "RD501";
  5160. scope = 1;
  5161. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5162. nakedUniform = "U_BasicBody";
  5163. hiddenSelections[] = {"Camo1","Camo2"};
  5164. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5165. };
  5166. class macro_new_uniform_skin_class(501_ab_medic,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5167. {
  5168. author = "RD501";
  5169. scope = 1;
  5170. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5171. nakedUniform = "U_BasicBody";
  5172. hiddenSelections[] = {"Camo1","Camo2"};
  5173. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5174. };
  5175. class macro_new_uniform_skin_class(501_ab_rto,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5176. {
  5177. author = "RD501";
  5178. scope = 1;
  5179. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5180. nakedUniform = "U_BasicBody";
  5181. hiddenSelections[] = {"Camo1","Camo2"};
  5182. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5183. };
  5184. class macro_new_uniform_skin_class(501_ab,csm): macro_new_uniform_skin_class(501_inf,recruit)
  5185. {
  5186. author = "RD501";
  5187. scope = 1;
  5188. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5189. nakedUniform = "U_BasicBody";
  5190. hiddenSelections[] = {"Camo1","Camo2"};
  5191. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_csm_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_csm_armor_lower.paa};
  5192. };
  5193. //
  5194. class macro_new_uniform_skin_class(501_avi,cxc): macro_new_uniform_skin_class(501_inf,recruit)
  5195. {
  5196. author = "RD501";
  5197. scope = 2;
  5198. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5199. nakedUniform = "U_BasicBody";
  5200. hiddenSelections[] = {"Camo1","Camo2"};
  5201. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_lower.paa};
  5202. };
  5203. class macro_new_uniform_skin_class(501_avi,scxc): macro_new_uniform_skin_class(501_inf,recruit)
  5204. {
  5205. author = "RD501";
  5206. scope = 2;
  5207. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5208. nakedUniform = "U_BasicBody";
  5209. hiddenSelections[] = {"Camo1","Camo2"};
  5210. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_lower.paa};
  5211. };
  5212. class macro_new_uniform_skin_class(501_avi,cxx): macro_new_uniform_skin_class(501_inf,recruit)
  5213. {
  5214. author = "RD501";
  5215. scope = 2;
  5216. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5217. nakedUniform = "U_BasicBody";
  5218. hiddenSelections[] = {"Camo1","Camo2"};
  5219. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_lower.paa};
  5220. };
  5221. class macro_new_uniform_skin_class(501_avi,scxx): macro_new_uniform_skin_class(501_inf,recruit)
  5222. {
  5223. author = "RD501";
  5224. scope = 2;
  5225. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5226. nakedUniform = "U_BasicBody";
  5227. hiddenSelections[] = {"Camo1","Camo2"};
  5228. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_lower.paa};
  5229. };
  5230. class macro_new_uniform_skin_class(501_avi,cxp): macro_new_uniform_skin_class(501_inf,recruit)
  5231. {
  5232. author = "RD501";
  5233. scope = 2;
  5234. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5235. nakedUniform = "U_BasicBody";
  5236. hiddenSelections[] = {"Camo1","Camo2"};
  5237. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_lower.paa};
  5238. };
  5239. class macro_new_uniform_skin_class(501_avi,cxs): macro_new_uniform_skin_class(501_inf,recruit)
  5240. {
  5241. author = "RD501";
  5242. scope = 2;
  5243. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5244. nakedUniform = "U_BasicBody";
  5245. hiddenSelections[] = {"Camo1","Camo2"};
  5246. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_lower.paa};
  5247. };
  5248. class macro_new_uniform_skin_class(501_avi,cx1): macro_new_uniform_skin_class(501_inf,recruit)
  5249. {
  5250. author = "RD501";
  5251. scope = 2;
  5252. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5253. nakedUniform = "U_BasicBody";
  5254. hiddenSelections[] = {"Camo1","Camo2"};
  5255. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_lower.paa};
  5256. };
  5257. class macro_new_uniform_skin_class(501_avi,cx2): macro_new_uniform_skin_class(501_inf,recruit)
  5258. {
  5259. author = "RD501";
  5260. scope = 2;
  5261. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5262. nakedUniform = "U_BasicBody";
  5263. hiddenSelections[] = {"Camo1","Camo2"};
  5264. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_lower.paa};
  5265. };
  5266. class macro_new_uniform_skin_class(501_avi,cx3): macro_new_uniform_skin_class(501_inf,recruit)
  5267. {
  5268. author = "RD501";
  5269. scope = 2;
  5270. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5271. nakedUniform = "U_BasicBody";
  5272. hiddenSelections[] = {"Camo1","Camo2"};
  5273. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_lower.paa};
  5274. };
  5275. //
  5276. class macro_new_uniform_skin_class(empire_rg,boi): macro_new_uniform_skin_class(501_inf,recruit)
  5277. {
  5278. author = "RD501";
  5279. scope = 2;
  5280. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5281. nakedUniform = "U_BasicBody";
  5282. hiddenSelections[] = {"Camo1","Camo2"};
  5283. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\rg_armour_upper.paa,TEXTUREPATH\gcw\empire\rg\rg_armour_lower.paa};
  5284. };
  5285. //
  5286. class macro_new_uniform_skin_class(501_arc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5287. {
  5288. author = "RD501";
  5289. scope = 2;
  5290. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5291. nakedUniform = "U_BasicBody";
  5292. hiddenSelections[] = {"Camo1","Camo2"};
  5293. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper_01.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5294. };
  5295. class macro_new_uniform_skin_class(501_arc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5296. {
  5297. author = "RD501";
  5298. scope = 2;
  5299. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5300. nakedUniform = "U_BasicBody";
  5301. hiddenSelections[] = {"Camo1","Camo2"};
  5302. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5303. };
  5304. //
  5305. class macro_new_uniform_skin_class(501_utc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5306. {
  5307. author = "RD501";
  5308. scope = 2;
  5309. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5310. nakedUniform = "U_BasicBody";
  5311. hiddenSelections[] = {"Camo1","Camo2"};
  5312. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_blue_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5313. };
  5314. class macro_new_uniform_skin_class(501_utc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5315. {
  5316. author = "RD501";
  5317. scope = 2;
  5318. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5319. nakedUniform = "U_BasicBody";
  5320. hiddenSelections[] = {"Camo1","Camo2"};
  5321. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_green_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5322. };
  5323. class macro_new_uniform_skin_class(501_utc,03): macro_new_uniform_skin_class(501_inf,recruit)
  5324. {
  5325. author = "RD501";
  5326. scope = 2;
  5327. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5328. nakedUniform = "U_BasicBody";
  5329. hiddenSelections[] = {"Camo1","Camo2"};
  5330. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_indigo_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5331. };
  5332. class macro_new_uniform_skin_class(501_utc,04): macro_new_uniform_skin_class(501_inf,recruit)
  5333. {
  5334. author = "RD501";
  5335. scope = 2;
  5336. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5337. nakedUniform = "U_BasicBody";
  5338. hiddenSelections[] = {"Camo1","Camo2"};
  5339. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_orange_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5340. };
  5341. class macro_new_uniform_skin_class(501_utc,05): macro_new_uniform_skin_class(501_inf,recruit)
  5342. {
  5343. author = "RD501";
  5344. scope = 2;
  5345. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5346. nakedUniform = "U_BasicBody";
  5347. hiddenSelections[] = {"Camo1","Camo2"};
  5348. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_pink_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5349. };
  5350. class macro_new_uniform_skin_class(501_utc,06): macro_new_uniform_skin_class(501_inf,recruit)
  5351. {
  5352. author = "RD501";
  5353. scope = 2;
  5354. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5355. nakedUniform = "U_BasicBody";
  5356. hiddenSelections[] = {"Camo1","Camo2"};
  5357. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_red_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5358. };
  5359. class macro_new_uniform_skin_class(501_utc,07): macro_new_uniform_skin_class(501_inf,recruit)
  5360. {
  5361. author = "RD501";
  5362. scope = 2;
  5363. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5364. nakedUniform = "U_BasicBody";
  5365. hiddenSelections[] = {"Camo1","Camo2"};
  5366. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_violet_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5367. };
  5368. class macro_new_uniform_skin_class(501_utc,08): macro_new_uniform_skin_class(501_inf,recruit)
  5369. {
  5370. author = "RD501";
  5371. scope = 2;
  5372. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5373. nakedUniform = "U_BasicBody";
  5374. hiddenSelections[] = {"Camo1","Camo2"};
  5375. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_yellow_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5376. };
  5377. //Squad Specific Senior Trooper
  5378. 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 }; };
  5379. 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 }; };
  5380. 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 }; };
  5381. //Squad Specific Veteran Trooper
  5382. 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 }; };
  5383. 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 }; };
  5384. 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
  5385. // {
  5386. // class HitPoints : HitPoints
  5387. // {
  5388. // class HitAbdomen:HitAbdomen
  5389. // {
  5390. // armor = 16;
  5391. // passThrough = 0.6;
  5392. // };
  5393. // class HitArms:HitArms
  5394. // {
  5395. // armor = 16;
  5396. // passThrough = 0.6;
  5397. // };
  5398. // class HitBody:HitBody
  5399. // {
  5400. // armor = 32;
  5401. // passThrough = 0.6;
  5402. // };
  5403. // class HitChest:HitChest
  5404. // {
  5405. // armor = 32;
  5406. // passThrough = 0.6;
  5407. // };
  5408. // class HitDiaphragm:HitDiaphragm
  5409. // {
  5410. // armor = 32;
  5411. // passThrough = 0.6;
  5412. // };
  5413. // class HitNeck:HitNeck
  5414. // {
  5415. // armor = 8;
  5416. // passThrough = 0.6;
  5417. // };
  5418. // class HitPelvis:HitPelvis
  5419. // {
  5420. // armor = 16;
  5421. // passThrough = 0.6;
  5422. // };
  5423. // };
  5424. // };
  5425. };