config.cpp 150 KB

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  1. #include "../../config_macros.hpp"
  2. #include "../../../RD501_main/config_macros.hpp"
  3. #include "armor_patches.hpp"
  4. class CfgPatches
  5. {
  6. class macro_patch_name(clones)
  7. {
  8. addonRootClass=macro_patch_name(units);
  9. requiredAddons[]=
  10. {
  11. macro_patch_name(units)
  12. };
  13. requiredVersion=0.1;
  14. units[]={
  15. };
  16. weapons[]=
  17. {
  18. marco_swop_armor_classes
  19. };
  20. };
  21. };
  22. class cfgWeapons
  23. {
  24. class Uniform_Base;
  25. class UniformItem;
  26. class SWOP_Clonetrooper_501jesse_F_CombatUniform:Uniform_Base
  27. {
  28. class ItemInfo;
  29. };
  30. //uniforms
  31. #include "_uniforms.hpp"
  32. #include "_clone_armor_readjust_base.hpp"
  33. #include "_clone_armor_readjust_1.hpp"
  34. #include "_cadet_armor.hpp"
  35. #include "_medic_armor.hpp"
  36. #include "_rto_armor.hpp"
  37. #include "_other_armor.hpp"
  38. #include "_headwear.hpp"
  39. class JLTS_clone_comlink;
  40. class rd501_JLTS_clone_comlink: JLTS_clone_comlink
  41. {
  42. tf_range=5000;
  43. displayName="[501st] Clone Comlink";
  44. };
  45. class JLTS_Clone_ARC_backpack;
  46. class rd501_JLTS_ARC_backpack_noLR : JLTS_Clone_ARC_backpack
  47. {
  48. f_hasLRradio = 0;
  49. displayName = "[501st] ARC Backpack no LR";
  50. };
  51. //chest
  52. class macro_new_vest_class(blufor,purge_vest): V_RebreatherB
  53. {
  54. author = "RD501";
  55. scope = 2;
  56. side = 3;
  57. displayName = "Clone Purgetrooper Armor";
  58. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  59. model = "\SWOP_clones\armor\cloneArmor.p3d";
  60. hiddenSelections[] = {"Camo1"};
  61. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  62. class ItemInfo: VestItem
  63. {
  64. uniformModel = "\SWOP_clones\armor\cloneArmor.p3d";
  65. modelsides[] = {6};
  66. macro_rebreather_armor_stuff
  67. hiddenSelections[] = {"Camo1"};
  68. macro_clone_armor_hitpoints
  69. };
  70. };
  71. class macro_new_vest_class(blufor,gold_boi): V_RebreatherB
  72. {
  73. author = "RD501";
  74. scope = 2;
  75. side = 3;
  76. displayName = "Clone Goldilocks";
  77. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  78. model = "\SWOP_clones\armor\cloneArmor.p3d";
  79. hiddenSelections[] = {"Camo1"};
  80. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge_chest.paa};
  81. hiddenSelectionsMaterials[]=
  82. {
  83. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  84. };
  85. class ItemInfo: VestItem
  86. {
  87. uniformModel = "\SWOP_clones\armor\cloneArmor.p3d";
  88. modelsides[] = {6};
  89. macro_rebreather_armor_stuff
  90. hiddenSelections[] = {"Camo1"};
  91. macro_clone_armor_hitpoints
  92. };
  93. };
  94. class macro_new_vest_class(blufor,krayt_vest):V_RebreatherB
  95. {
  96. author = "RD501";
  97. scope = 2;
  98. side = 3;
  99. displayName = "Clone Pilot - 'Krayt'";
  100. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  101. model = "\SWOP_clones\armor\cloneArmorRecon.p3d";
  102. hiddenSelections[] = {"Camo1", "Camo2"};
  103. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\vest_krayt.paa, TEXTUREPATH\Republic\clones\krayt\krayt_spec.paa};
  104. class ItemInfo: VestItem
  105. {
  106. uniformModel = "\SWOP_clones\armor\cloneArmorRecon.p3d";
  107. modelsides[] = {6};
  108. hiddenSelections[] = {"Camo1", "Camo2"};
  109. macro_rebreather_armor_stuff
  110. class HitpointsProtectionInfo
  111. {
  112. class Diaphragm
  113. {
  114. hitpointName = "HitDiaphragm";
  115. armor = 7500;
  116. passThrough = 0.4;
  117. };
  118. class Chest
  119. {
  120. hitpointName = "HitChest";
  121. armor = 7000;
  122. passThrough = 0.4;
  123. };
  124. class Abdomen
  125. {
  126. hitpointName = "HitAbdomen";
  127. armor = 5000;
  128. passThrough = 0.4;
  129. };
  130. class Pelvis
  131. {
  132. hitpointName = "HitPelvis";
  133. armor = 6700;
  134. passThrough = 0.4;
  135. };
  136. class Neck
  137. {
  138. hitpointName = "HitNeck";
  139. armor = 1000;
  140. passThrough = 0.2;
  141. };
  142. class Arms
  143. {
  144. hitpointName = "HitArms";
  145. armor = 4000;
  146. passThrough = 0.2;
  147. };
  148. class Body
  149. {
  150. armor = 4000;
  151. hitpointName = "HitBody";
  152. passThrough = 0.4;
  153. };
  154. };
  155. };
  156. };
  157. class macro_new_vest_class(blufor,krayt_vest2):macro_new_vest_class(blufor,krayt_vest)
  158. {
  159. model = "\SWOP_clones\armor\cloneArmorAir.p3d";
  160. displayName = "Clone Pilot - 'AirKrayt'";
  161. class ItemInfo: ItemInfo
  162. {
  163. uniformModel = "\SWOP_clones\armor\cloneArmorAir.p3d";
  164. };
  165. };
  166. class macro_new_vest_class(501_inf,acc_9):V_RebreatherB
  167. {
  168. author = "RD501";
  169. scope = 2;
  170. side = 3;
  171. displayName = "[501st] INF ACC 09 (First Lt.)";
  172. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  173. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  174. hiddenSelections[] = {"Camo1"};
  175. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa};
  176. hiddenSelectionsMaterials[]=
  177. {
  178. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  179. };
  180. class ItemInfo: VestItem
  181. {
  182. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  183. modelsides[] = {6};
  184. hiddenSelections[] = {"Camo1"};
  185. macro_rebreather_armor_stuff
  186. containerClass="Supply100";
  187. hiddenSelectionsMaterials[]=
  188. {
  189. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  190. };
  191. class HitpointsProtectionInfo
  192. {
  193. class Diaphragm
  194. {
  195. hitpointName = "HitDiaphragm";
  196. armor = 7500;
  197. passThrough = 0.4;
  198. };
  199. class Chest
  200. {
  201. hitpointName = "HitChest";
  202. armor = 7000;
  203. passThrough = 0.4;
  204. };
  205. class Abdomen
  206. {
  207. hitpointName = "HitAbdomen";
  208. armor = 5000;
  209. passThrough = 0.4;
  210. };
  211. class Pelvis
  212. {
  213. hitpointName = "HitPelvis";
  214. armor = 6700;
  215. passThrough = 0.4;
  216. };
  217. class Neck
  218. {
  219. hitpointName = "HitNeck";
  220. armor = 1000;
  221. passThrough = 0.2;
  222. };
  223. class Arms
  224. {
  225. hitpointName = "HitArms";
  226. armor = 4000;
  227. passThrough = 0.2;
  228. };
  229. class Body
  230. {
  231. armor = 4000;
  232. hitpointName = "HitBody";
  233. passThrough = 0.4;
  234. };
  235. };
  236. };
  237. };
  238. class macro_new_vest_class(501_inf,acc_9_v2): macro_new_vest_class(501_inf,acc_9)
  239. {
  240. displayName = "[501st] INF ACC 09 (First Lt. V2)";
  241. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  242. class ItemInfo: ItemInfo
  243. {
  244. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  245. };
  246. };
  247. class macro_new_vest_class(501_inf,acc_8): macro_new_vest_class(501_inf,acc_9)
  248. {
  249. displayName = "[501st] INF ACC 08 (Second Lt.)";
  250. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  251. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  252. hiddenSelections[] = {"Camo1"};
  253. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\2nd_lt_pauldron.paa};
  254. class ItemInfo: ItemInfo
  255. {
  256. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  257. containerClass="Supply100";
  258. hiddenSelections[]=
  259. {
  260. "camo1"
  261. };
  262. };
  263. };
  264. class macro_new_vest_class(501_inf,acc_8_v2): macro_new_vest_class(501_inf,acc_8)
  265. {
  266. displayName = "[501st] INF ACC 08 (Second Lt. V2)";
  267. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  268. class ItemInfo: ItemInfo
  269. {
  270. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  271. };
  272. };
  273. class macro_new_vest_class(501_inf,acc_12): macro_new_vest_class(501_inf,acc_9)
  274. {
  275. displayName = "[501st] INF ACC 06 (Sgt. Major)"
  276. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  277. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  278. hiddenSelections[] = {"Camo1"};
  279. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sgtmajor_pauldron.paa};
  280. class ItemInfo: ItemInfo
  281. {
  282. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  283. containerClass="Supply100";
  284. hiddenSelections[]=
  285. {
  286. "camo1"
  287. };
  288. };
  289. };
  290. class macro_new_vest_class(501_inf,acc_12_v2): macro_new_vest_class(501_inf,acc_12)
  291. {
  292. displayName = "[501st] INF ACC 06 (Sgt. Major V2)"
  293. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  294. class ItemInfo: ItemInfo
  295. {
  296. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  297. };
  298. };
  299. class macro_new_vest_class(501_inf,acc_6): macro_new_vest_class(501_inf,acc_9)
  300. {
  301. displayName = "[501st] INF ACC 06 (Sgt. Major (C))";
  302. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  303. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  304. hiddenSelections[] = {"Camo1"};
  305. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\comp_ncoic_pauldron.paa};
  306. class ItemInfo: ItemInfo
  307. {
  308. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  309. containerClass="Supply100";
  310. hiddenSelections[]=
  311. {
  312. "camo1"
  313. };
  314. };
  315. };
  316. class macro_new_vest_class(501_inf,acc_6_v2): macro_new_vest_class(501_inf,acc_6)
  317. {
  318. displayName = "[501st] INF ACC 06 (Sgt. Major (C) V2)";
  319. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  320. class ItemInfo: ItemInfo
  321. {
  322. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  323. };
  324. };
  325. class macro_new_vest_class(501_inf,acc_7): macro_new_vest_class(501_inf,acc_9)
  326. {
  327. displayName = "[501st] INF ACC 07 (Sgt. Major (B))";
  328. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  329. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  330. hiddenSelections[] = {"Camo1"};
  331. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_ncoic_pauldron.paa};
  332. class ItemInfo: ItemInfo
  333. {
  334. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  335. containerClass="Supply100";
  336. hiddenSelections[]=
  337. {
  338. "camo1"
  339. };
  340. };
  341. };
  342. class macro_new_vest_class(501_inf,acc_7_v2): macro_new_vest_class(501_inf,acc_7)
  343. {
  344. displayName = "[501st] INF ACC 07 (Sgt. Major (B) V2)";
  345. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  346. class ItemInfo: ItemInfo
  347. {
  348. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  349. };
  350. };
  351. class macro_new_vest_class(501_inf,acc_10): macro_new_vest_class(501_inf,acc_9)
  352. {
  353. displayName = "[501st] INF ACC 10 (Captain)";
  354. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  355. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  356. hiddenSelections[] = {"Camo1"};
  357. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\cpt_pauldron.paa};
  358. class ItemInfo: ItemInfo
  359. {
  360. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  361. containerClass="Supply100";
  362. hiddenSelections[]=
  363. {
  364. "camo1"
  365. };
  366. };
  367. };
  368. class macro_new_vest_class(501_inf,acc_10_v2): macro_new_vest_class(501_inf,acc_10)
  369. {
  370. displayName = "[501st] INF ACC 10 (Captain V2)";
  371. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  372. class ItemInfo: ItemInfo
  373. {
  374. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  375. };
  376. };
  377. class macro_new_vest_class(501_inf,acc_11): macro_new_vest_class(501_inf,acc_9)
  378. {
  379. displayName = "[501st] INF ACC 11 (Major)";
  380. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  381. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  382. hiddenSelections[] = {"Camo1"};
  383. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\maj_pauldron.paa};
  384. class ItemInfo: ItemInfo
  385. {
  386. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  387. containerClass="Supply100";
  388. hiddenSelections[]=
  389. {
  390. "camo1"
  391. };
  392. };
  393. };
  394. class macro_new_vest_class(501_inf,acc_11_v2): macro_new_vest_class(501_inf,acc_11)
  395. {
  396. displayName = "[501st] INF ACC 11 (Major V2)";
  397. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  398. class ItemInfo: ItemInfo
  399. {
  400. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  401. };
  402. };
  403. class macro_new_vest_class(501_inf,acc_3): macro_new_vest_class(501_inf,acc_9)
  404. {
  405. displayName = "[501st] INF ACC 03 (Sr. Corporal)";
  406. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  407. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  408. hiddenSelections[] = {"Camo1"};
  409. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  410. hiddenSelectionsMaterials[]=
  411. {
  412. };
  413. class ItemInfo: ItemInfo
  414. {
  415. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  416. containerClass="Supply100";
  417. hiddenSelectionsMaterials[]=
  418. {
  419. };
  420. };
  421. };
  422. class macro_new_vest_class(501_inf,acc_1): macro_new_vest_class(501_inf,acc_9)
  423. {
  424. displayName = "[501st] INF ACC 01 (Vet. Trooper)";
  425. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  426. model = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  427. hiddenSelections[] = {"Camo1"};
  428. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  429. hiddenSelectionsMaterials[]=
  430. {
  431. };
  432. class ItemInfo: ItemInfo
  433. {
  434. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  435. containerClass="Supply100";
  436. hiddenSelectionsMaterials[]=
  437. {
  438. };
  439. };
  440. };
  441. class macro_new_vest_class(501_inf,acc_2): macro_new_vest_class(501_inf,acc_9)
  442. {
  443. displayName = "[501st] INF ACC 02 (Corporal)";
  444. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  445. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  446. hiddenSelections[] = {"Camo1"};
  447. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  448. hiddenSelectionsMaterials[]=
  449. {
  450. };
  451. class ItemInfo: ItemInfo
  452. {
  453. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  454. containerClass="Supply100";
  455. hiddenSelectionsMaterials[]=
  456. {
  457. };
  458. };
  459. };
  460. class macro_new_vest_class(501_inf,acc_4): macro_new_vest_class(501_inf,acc_9)
  461. {
  462. displayName = "[501st] INF ACC 04 (Sergeant)";
  463. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  464. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  465. hiddenSelections[] = {"Camo1","camo2"};
  466. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa", "MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  467. hiddenSelectionsMaterials[]=
  468. {
  469. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  470. ""
  471. };
  472. class ItemInfo: ItemInfo
  473. {
  474. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  475. containerClass="Supply100";
  476. hiddenSelectionsMaterials[]=
  477. {
  478. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  479. ""
  480. };
  481. };
  482. };
  483. class macro_new_vest_class(501_inf,acc_5): macro_new_vest_class(501_inf,acc_9)
  484. {
  485. displayName = "[501st] INF ACC 05 (Sr. Sergeant)";
  486. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  487. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  488. hiddenSelections[] = {"Camo1","camo2"};
  489. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa, TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  490. hiddenSelectionsMaterials[]=
  491. {
  492. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  493. ""
  494. };
  495. class ItemInfo: ItemInfo
  496. {
  497. hiddenSelections[]= {"camo1","camo2"};
  498. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  499. containerClass="Supply100";
  500. hiddenSelectionsMaterials[]=
  501. {
  502. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  503. ""
  504. };
  505. };
  506. };
  507. class macro_new_vest_class(501_inf,acc_r1): macro_new_vest_class(501_inf,acc_9)
  508. {
  509. displayName = "[501st] INF ACC RTO (NCO)";
  510. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  511. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  512. hiddenSelections[] = {"Camo1"};
  513. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_rto_pauldron.paa};
  514. hiddenSelectionsMaterials[]=
  515. {
  516. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  517. };
  518. class ItemInfo: ItemInfo
  519. {
  520. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  521. containerClass="Supply100";
  522. hiddenSelections[]=
  523. {
  524. "camo1"
  525. };
  526. hiddenSelectionsMaterials[]=
  527. {
  528. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  529. };
  530. };
  531. };
  532. class macro_new_vest_class(501_inf,acc_r1_v2): macro_new_vest_class(501_inf,acc_r1)
  533. {
  534. displayName = "[501st] INF ACC RTO (NCO) V2";
  535. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  536. class ItemInfo: ItemInfo
  537. {
  538. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  539. };
  540. };
  541. class macro_new_vest_class(501_inf,acc_m1): macro_new_vest_class(501_inf,acc_9)
  542. {
  543. displayName = "[501st] INF ACC Medic (NCO)";
  544. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  545. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  546. hiddenSelections[] = {"Camo1"};
  547. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_medic_pauldron.paa};
  548. hiddenSelectionsMaterials[]=
  549. {
  550. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  551. };
  552. class ItemInfo: ItemInfo
  553. {
  554. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  555. containerClass="Supply100";
  556. hiddenSelections[]=
  557. {
  558. "camo1"
  559. };
  560. hiddenSelectionsMaterials[]=
  561. {
  562. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  563. };
  564. };
  565. };
  566. class macro_new_vest_class(501_inf,acc_m1_v2): macro_new_vest_class(501_inf,acc_m1)
  567. {
  568. displayName = "[501st] INF ACC Medic (NCO) V2";
  569. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  570. class ItemInfo: ItemInfo
  571. {
  572. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  573. };
  574. };
  575. //
  576. class macro_new_vest_class(501_ab,acc_1): macro_new_vest_class(501_inf,acc_9)
  577. {
  578. displayName = "[501st] AB ACC 01 (Cadet)";
  579. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  580. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  581. hiddenSelections[] = {"Camo1","Camo2"};
  582. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_cadet_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  583. hiddenSelectionsMaterials[]=
  584. {
  585. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  586. ""
  587. };
  588. class ItemInfo: ItemInfo
  589. {
  590. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  591. containerClass="Supply100";
  592. hiddenSelections[]=
  593. {
  594. "camo1",
  595. "camo2"
  596. };
  597. hiddenSelectionsMaterials[]=
  598. {
  599. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  600. ""
  601. };
  602. };
  603. };
  604. class macro_new_vest_class(501_ab,acc_2): macro_new_vest_class(501_inf,acc_9)
  605. {
  606. displayName = "[501st] AB ACC 02 (Trooper)";
  607. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  608. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  609. hiddenSelections[] = {"Camo1","Camo2"};
  610. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  611. hiddenSelectionsMaterials[]=
  612. {
  613. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  614. ""
  615. };
  616. class ItemInfo: ItemInfo
  617. {
  618. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  619. containerClass="Supply100";
  620. hiddenSelections[]=
  621. {
  622. "camo1",
  623. "camo2"
  624. };
  625. hiddenSelectionsMaterials[]=
  626. {
  627. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  628. ""
  629. };
  630. };
  631. };
  632. class macro_new_vest_class(501_ab,acc_3): macro_new_vest_class(501_inf,acc_9)
  633. {
  634. displayName = "[501st] AB ACC 03 (Corporal)";
  635. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  636. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  637. hiddenSelections[] = {"Camo1","Camo2"};
  638. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  639. hiddenSelectionsMaterials[]=
  640. {
  641. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  642. ""
  643. };
  644. class ItemInfo: ItemInfo
  645. {
  646. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  647. containerClass="Supply100";
  648. hiddenSelections[]=
  649. {
  650. "camo1",
  651. "camo2"
  652. };
  653. hiddenSelectionsMaterials[]=
  654. {
  655. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  656. ""
  657. };
  658. };
  659. };
  660. class macro_new_vest_class(501_ab,acc_4): macro_new_vest_class(501_inf,acc_9)
  661. {
  662. displayName = "[501st] AB ACC 04 (Sergeant)";
  663. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  664. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  665. hiddenSelections[] = {"Camo1","Camo2"};
  666. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\heavy_accessories_co.paa};
  667. hiddenSelectionsMaterials[]=
  668. {
  669. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  670. ""
  671. };
  672. class ItemInfo: ItemInfo
  673. {
  674. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  675. containerClass="Supply100";
  676. hiddenSelections[]=
  677. {
  678. "camo1",
  679. "camo2"
  680. };
  681. hiddenSelectionsMaterials[]=
  682. {
  683. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  684. ""
  685. };
  686. };
  687. };
  688. class macro_new_vest_class(501_ab,acc_5): macro_new_vest_class(501_inf,acc_9)
  689. {
  690. displayName = "[501st] AB ACC 05 (Sgt. Major)";
  691. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  692. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  693. hiddenSelections[] = {"Camo1"};
  694. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc4_acc.paa};
  695. hiddenSelectionsMaterials[]=
  696. {
  697. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  698. };
  699. class ItemInfo: ItemInfo
  700. {
  701. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  702. containerClass="Supply100";
  703. hiddenSelections[]=
  704. {
  705. "camo1"
  706. };
  707. hiddenSelectionsMaterials[]=
  708. {
  709. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  710. };
  711. };
  712. };
  713. class macro_new_vest_class(501_ab,acc_5_v2): macro_new_vest_class(501_ab,acc_5)
  714. {
  715. displayName = "[501st] AB ACC 05 (Sgt. Major V2)";
  716. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  717. class ItemInfo: ItemInfo
  718. {
  719. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  720. };
  721. };
  722. class macro_new_vest_class(501_ab,acc_13): macro_new_vest_class(501_inf,acc_9)
  723. {
  724. displayName = "[501st] AB ACC 06 (NCOIC)";
  725. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  726. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  727. hiddenSelections[] = {"Camo1"};
  728. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ncoic_acc.paa};
  729. hiddenSelectionsMaterials[]=
  730. {
  731. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  732. };
  733. class ItemInfo: ItemInfo
  734. {
  735. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  736. containerClass="Supply100";
  737. hiddenSelections[]=
  738. {
  739. "camo1"
  740. };
  741. hiddenSelectionsMaterials[]=
  742. {
  743. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  744. };
  745. };
  746. };
  747. class macro_new_vest_class(501_ab,acc_13_v2): macro_new_vest_class(501_ab,acc_13)
  748. {
  749. displayName = "[501st] AB ACC 06 (NCOIC V2)";
  750. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  751. class ItemInfo: ItemInfo
  752. {
  753. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  754. };
  755. };
  756. class macro_new_vest_class(501_ab,acc_6): macro_new_vest_class(501_inf,acc_9)
  757. {
  758. displayName = "[501st] AB ACC 07 (Second Lt.)";
  759. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  760. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  761. hiddenSelections[] = {"Camo1"};
  762. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc3_acc.paa};
  763. hiddenSelectionsMaterials[]=
  764. {
  765. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  766. };
  767. class ItemInfo: ItemInfo
  768. {
  769. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  770. containerClass="Supply100";
  771. hiddenSelections[]=
  772. {
  773. "camo1"
  774. };
  775. hiddenSelectionsMaterials[]=
  776. {
  777. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  778. };
  779. };
  780. };
  781. class macro_new_vest_class(501_ab,acc_6_v2): macro_new_vest_class(501_ab,acc_6)
  782. {
  783. displayName = "[501st] AB ACC 07 (Second Lt. V2)";
  784. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  785. class ItemInfo: ItemInfo
  786. {
  787. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  788. };
  789. };
  790. class macro_new_vest_class(501_ab,acc_7): macro_new_vest_class(501_inf,acc_9)
  791. {
  792. displayName = "[501st] AB ACC 08 (First Lt.)";
  793. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  794. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  795. hiddenSelections[] = {"Camo1"};
  796. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc2_acc.paa};
  797. hiddenSelectionsMaterials[]=
  798. {
  799. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  800. };
  801. class ItemInfo: ItemInfo
  802. {
  803. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  804. containerClass="Supply100";
  805. hiddenSelections[]=
  806. {
  807. "camo1"
  808. };
  809. hiddenSelectionsMaterials[]=
  810. {
  811. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  812. };
  813. };
  814. };
  815. class macro_new_vest_class(501_ab,acc_7_v2): macro_new_vest_class(501_ab,acc_7)
  816. {
  817. displayName = "[501st] AB ACC 08 (First Lt. V2)";
  818. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  819. class ItemInfo: ItemInfo
  820. {
  821. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  822. };
  823. };
  824. class macro_new_vest_class(501_ab,acc_8): macro_new_vest_class(501_inf,acc_9)
  825. {
  826. displayName = "[501st] AB ACC 09 (Captain)";
  827. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  828. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  829. hiddenSelections[] = {"Camo1"};
  830. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc1_acc.paa};
  831. hiddenSelectionsMaterials[]=
  832. {
  833. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  834. };
  835. class ItemInfo: ItemInfo
  836. {
  837. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  838. containerClass="Supply100";
  839. hiddenSelections[]=
  840. {
  841. "camo1"
  842. };
  843. hiddenSelectionsMaterials[]=
  844. {
  845. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  846. };
  847. };
  848. };
  849. class macro_new_vest_class(501_ab,acc_8_v2): macro_new_vest_class(501_ab,acc_8)
  850. {
  851. displayName = "[501st] AB ACC 09 (Captain V2)";
  852. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  853. class ItemInfo: ItemInfo
  854. {
  855. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  856. };
  857. };
  858. class macro_new_vest_class(501_ab,acc_9): macro_new_vest_class(501_inf,acc_9)
  859. {
  860. displayName = "[501st] AB RTO ACC 01 (Corporal)";
  861. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  862. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  863. hiddenSelections[] = {"Camo1","Camo2"};
  864. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc1.paa};
  865. hiddenSelectionsMaterials[]=
  866. {
  867. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  868. ""
  869. };
  870. class ItemInfo: ItemInfo
  871. {
  872. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  873. containerClass="Supply100";
  874. hiddenSelections[]=
  875. {
  876. "camo1",
  877. "camo2"
  878. };
  879. hiddenSelectionsMaterials[]=
  880. {
  881. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  882. ""
  883. };
  884. };
  885. };
  886. class macro_new_vest_class(501_ab,acc_10): macro_new_vest_class(501_inf,acc_9)
  887. {
  888. displayName = "[501st] AB MED ACC 01 (Corporal)";
  889. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  890. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  891. hiddenSelections[] = {"Camo1","Camo2"};
  892. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc1.paa};
  893. hiddenSelectionsMaterials[]=
  894. {
  895. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  896. ""
  897. };
  898. class ItemInfo: ItemInfo
  899. {
  900. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  901. containerClass="Supply100";
  902. hiddenSelections[]=
  903. {
  904. "camo1",
  905. "camo2"
  906. };
  907. hiddenSelectionsMaterials[]=
  908. {
  909. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  910. ""
  911. };
  912. };
  913. };
  914. class macro_new_vest_class(501_ab,acc_11): macro_new_vest_class(501_inf,acc_9)
  915. {
  916. displayName = "[501st] AB RTO ACC 02 (Sergeant)";
  917. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  918. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  919. hiddenSelections[] = {"Camo1","Camo2"};
  920. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc.paa};
  921. hiddenSelectionsMaterials[]=
  922. {
  923. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  924. ""
  925. };
  926. class ItemInfo: ItemInfo
  927. {
  928. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  929. containerClass="Supply100";
  930. hiddenSelections[]=
  931. {
  932. "camo1",
  933. "camo2"
  934. };
  935. hiddenSelectionsMaterials[]=
  936. {
  937. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  938. ""
  939. };
  940. };
  941. };
  942. class macro_new_vest_class(501_ab,acc_12): macro_new_vest_class(501_inf,acc_9)
  943. {
  944. displayName = "[501st] AB MED ACC 02 (Sergeant)";
  945. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  946. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  947. hiddenSelections[] = {"Camo1","Camo2"};
  948. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc.paa};
  949. hiddenSelectionsMaterials[]=
  950. {
  951. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  952. ""
  953. };
  954. class ItemInfo: ItemInfo
  955. {
  956. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  957. containerClass="Supply100";
  958. hiddenSelections[]=
  959. {
  960. "camo1",
  961. "camo2"
  962. };
  963. hiddenSelectionsMaterials[]=
  964. {
  965. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  966. ""
  967. };
  968. };
  969. };
  970. //
  971. class macro_new_vest_class(501_avi,acc_1): macro_new_vest_class(501_inf,acc_9)
  972. {
  973. displayName = "[501st] AVI ACC 01 (Flight Officer)";
  974. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  975. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  976. hiddenSelections[] = {"Camo1"};
  977. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  978. hiddenSelectionsMaterials[]=
  979. {
  980. };
  981. class ItemInfo: ItemInfo
  982. {
  983. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  984. containerClass="Supply100";
  985. hiddenSelections[]=
  986. {
  987. "camo1"
  988. };
  989. hiddenSelectionsMaterials[]=
  990. {
  991. };
  992. };
  993. };
  994. class macro_new_vest_class(501_avi,acc_2): macro_new_vest_class(501_inf,acc_9)
  995. {
  996. displayName = "[501st] AVI ACC 02 (Jr. Lieutenant)";
  997. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  998. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  999. hiddenSelections[] = {"Camo1","Camo2"};
  1000. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa","MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  1001. hiddenSelectionsMaterials[]=
  1002. {
  1003. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1004. ""
  1005. };
  1006. class ItemInfo: ItemInfo
  1007. {
  1008. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  1009. containerClass="Supply100";
  1010. hiddenSelections[]=
  1011. {
  1012. "camo1",
  1013. "camo2"
  1014. };
  1015. hiddenSelectionsMaterials[]=
  1016. {
  1017. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1018. ""
  1019. };
  1020. };
  1021. };
  1022. class macro_new_vest_class(501_avi,acc_3): macro_new_vest_class(501_inf,acc_9)
  1023. {
  1024. displayName = "[501st] AVI ACC 03 (Second Lieutenant)";
  1025. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1026. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1027. hiddenSelections[] = {"Camo1"};
  1028. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx1_acc.paa};
  1029. hiddenSelectionsMaterials[]=
  1030. {
  1031. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1032. };
  1033. class ItemInfo: ItemInfo
  1034. {
  1035. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1036. containerClass="Supply100";
  1037. hiddenSelections[]=
  1038. {
  1039. "camo1"
  1040. };
  1041. hiddenSelectionsMaterials[]=
  1042. {
  1043. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1044. };
  1045. };
  1046. };
  1047. class macro_new_vest_class(501_avi,acc_3_v2): macro_new_vest_class(501_avi,acc_3)
  1048. {
  1049. displayName = "[501st] AVI ACC 03 (Second Lieutenant) V2";
  1050. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1051. class ItemInfo: ItemInfo
  1052. {
  1053. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1054. };
  1055. };
  1056. class macro_new_vest_class(501_avi,acc_4): macro_new_vest_class(501_inf,acc_9)
  1057. {
  1058. displayName = "[501st] AVI ACC 04 (First Lieutenant)";
  1059. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1060. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1061. hiddenSelections[] = {"Camo1"};
  1062. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx2_acc.paa};
  1063. hiddenSelectionsMaterials[]=
  1064. {
  1065. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1066. };
  1067. class ItemInfo: ItemInfo
  1068. {
  1069. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1070. containerClass="Supply100";
  1071. hiddenSelections[]=
  1072. {
  1073. "camo1"
  1074. };
  1075. hiddenSelectionsMaterials[]=
  1076. {
  1077. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1078. };
  1079. };
  1080. };
  1081. class macro_new_vest_class(501_avi,acc_4_v2): macro_new_vest_class(501_avi,acc_4)
  1082. {
  1083. displayName = "[501st] AVI ACC 04 (First Lieutenant) V2";
  1084. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1085. class ItemInfo: ItemInfo
  1086. {
  1087. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1088. };
  1089. };
  1090. class macro_new_vest_class(501_avi,acc_5): macro_new_vest_class(501_inf,acc_9)
  1091. {
  1092. displayName = "[501st] AVI ACC 05 (Captain)";
  1093. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1094. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1095. hiddenSelections[] = {"Camo1"};
  1096. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx_acc.paa};
  1097. hiddenSelectionsMaterials[]=
  1098. {
  1099. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1100. };
  1101. class ItemInfo: ItemInfo
  1102. {
  1103. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1104. containerClass="Supply100";
  1105. hiddenSelections[]=
  1106. {
  1107. "camo1"
  1108. };
  1109. hiddenSelectionsMaterials[]=
  1110. {
  1111. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1112. };
  1113. };
  1114. };
  1115. class macro_new_vest_class(501_avi,acc_5_v2): macro_new_vest_class(501_avi,acc_5)
  1116. {
  1117. displayName = "[501st] AVI ACC 05 (Captain) V2";
  1118. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1119. class ItemInfo: ItemInfo
  1120. {
  1121. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1122. };
  1123. };
  1124. //
  1125. class macro_new_vest_class(501_arc,acc_1): macro_new_vest_class(501_inf,acc_9)
  1126. {
  1127. displayname = "[501st] ARC ACC 01"
  1128. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1129. model="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1130. hiddenSelections[] = {"Camo1"};
  1131. hiddenSelectionsTextures[] = {MRC\JLTS\characters\CloneArmor\data\Clone_vest_arc_co.paa};
  1132. hiddenSelectionsMaterials[]=
  1133. {
  1134. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1135. };
  1136. class ItemInfo: ItemInfo
  1137. {
  1138. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1139. containerClass="Supply100";
  1140. hiddenSelections[]=
  1141. {
  1142. "camo1"
  1143. };
  1144. hiddenSelectionsMaterials[]=
  1145. {
  1146. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1147. };
  1148. };
  1149. };
  1150. class macro_new_vest_class(501_arc,acc_3): macro_new_vest_class(501_inf,acc_9)
  1151. {
  1152. displayname = "[501st] ARC ACC 02"
  1153. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1154. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1155. hiddenSelections[] = {"Camo1"};
  1156. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_02.paa};
  1157. hiddenSelectionsMaterials[]=
  1158. {
  1159. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1160. };
  1161. class ItemInfo: ItemInfo
  1162. {
  1163. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1164. containerClass="Supply100";
  1165. hiddenSelections[]=
  1166. {
  1167. "camo1"
  1168. };
  1169. hiddenSelectionsMaterials[]=
  1170. {
  1171. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1172. };
  1173. };
  1174. };
  1175. class macro_new_vest_class(501_arc,acc_4): macro_new_vest_class(501_inf,acc_9)
  1176. {
  1177. displayname = "[501st] ARC ACC 03"
  1178. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1179. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1180. hiddenSelections[] = {"Camo1"};
  1181. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_03.paa};
  1182. hiddenSelectionsMaterials[]=
  1183. {
  1184. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1185. };
  1186. class ItemInfo: ItemInfo
  1187. {
  1188. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1189. containerClass="Supply100";
  1190. hiddenSelections[]=
  1191. {
  1192. "camo1"
  1193. };
  1194. hiddenSelectionsMaterials[]=
  1195. {
  1196. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1197. };
  1198. };
  1199. };
  1200. class macro_new_vest_class(501_arc,acc_5): macro_new_vest_class(501_inf,acc_9)
  1201. {
  1202. displayname = "[501st] ARC ACC 04"
  1203. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1204. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1205. hiddenSelections[] = {"Camo1"};
  1206. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_04.paa};
  1207. hiddenSelectionsMaterials[]=
  1208. {
  1209. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1210. };
  1211. class ItemInfo: ItemInfo
  1212. {
  1213. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1214. containerClass="Supply100";
  1215. hiddenSelections[]=
  1216. {
  1217. "camo1"
  1218. };
  1219. hiddenSelectionsMaterials[]=
  1220. {
  1221. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1222. };
  1223. };
  1224. };
  1225. //
  1226. class macro_new_vest_class(501_rg,acc_1): macro_new_vest_class(501_inf,acc_9)
  1227. {
  1228. displayname = "[Empire] Royal Guard ACC"
  1229. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestKama_ui_ca.paa";
  1230. model="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1231. hiddenSelections[] = {"Camo1"};
  1232. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\acc\rg_acc.paa};
  1233. hiddenSelectionsMaterials[]=
  1234. {
  1235. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1236. };
  1237. class ItemInfo: ItemInfo
  1238. {
  1239. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1240. containerClass="Supply100";
  1241. hiddenSelections[]=
  1242. {
  1243. "camo1"
  1244. };
  1245. hiddenSelectionsMaterials[]=
  1246. {
  1247. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1248. };
  1249. };
  1250. };
  1251. //
  1252. class macro_new_vest_class(501_invis,vest): macro_new_vest_class(501_inf,acc_9)
  1253. {
  1254. displayname = "[501st] Nanoweave Under Armour"
  1255. picture = "\SWOP_sith\data\impguardpalliumicon_x_ca.paa";
  1256. model="RD501_Units\nothing.p3d";
  1257. hiddenSelections[] = {""};
  1258. hiddenSelectionsTextures[] = {""};
  1259. hiddenSelectionsMaterials[]={""};
  1260. class ItemInfo: ItemInfo
  1261. {
  1262. uniformModel="RD501_Units\nothing.p3d";
  1263. containerClass="Supply100";
  1264. hiddenSelections[]={""};
  1265. hiddenSelectionsMaterials[]={""};
  1266. };
  1267. };
  1268. class macro_new_vest_class(501_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1269. {
  1270. displayname = "[501st] Sidearm Holster"
  1271. picture = "\MRC\JLTS\characters\CloneArmor2\data\ui\CloneVestHolster_ui_ca.paa";
  1272. model = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1273. hiddenSelections[] = {"camo1"};
  1274. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1275. class ItemInfo: ItemInfo
  1276. {
  1277. uniformmodel = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1278. containerClass="Supply100";
  1279. hiddenSelections[] = {"camo1"};
  1280. };
  1281. };
  1282. class macro_new_vest_class(501_razorblade_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1283. {
  1284. displayname = "[501st] Razorblade Holster"
  1285. picture="\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_pic.paa";
  1286. model="\RD501_Units\models\razorblade_holster.p3d";
  1287. hiddenSelections[] = {"camo1"};
  1288. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1289. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1290. class ItemInfo: ItemInfo
  1291. {
  1292. uniformModel="\RD501_Units\models\razorblade_holster.p3d";
  1293. containerClass="Supply100";
  1294. hiddenSelections[] = {"camo1"};
  1295. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1296. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1297. };
  1298. };
  1299. };
  1300. class DefaultEventhandlers;
  1301. class CfgVehicles
  1302. {
  1303. class SWOP_Clonetrooper_501jesse_F;
  1304. class B_Soldier_base_f;
  1305. class B_Soldier_f: B_Soldier_base_F
  1306. {
  1307. class HitPoints;
  1308. };
  1309. class macro_new_uniform_skin_class(blufor,purge_uniform): B_Soldier_base_F
  1310. {
  1311. author = "RD501";
  1312. scope = 1;
  1313. model = "SWOP_clones\uniform\cloneBody.p3d";
  1314. nakedUniform = "U_BasicBody";
  1315. hiddenSelections[] = {"Camo1"};
  1316. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  1317. class EventHandlers :DefaultEventhandlers {};
  1318. };
  1319. class macro_new_uniform_skin_class(blufor,krayt_uniform): B_Soldier_base_F
  1320. {
  1321. author = "RD501";
  1322. scope = 1;
  1323. model = "SWOP_clones\uniform\cloneBody.p3d";
  1324. nakedUniform = "U_BasicBody";
  1325. hiddenSelections[] = {"Camo1"};
  1326. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\uniform_krayt.paa};
  1327. class EventHandlers :DefaultEventhandlers {};
  1328. };
  1329. class macro_new_uniform_skin_class(blufor,jesse): SWOP_Clonetrooper_501jesse_F
  1330. {
  1331. author = "RD501";
  1332. scope = 2;
  1333. model = "SWOP_clones\uniform\cloneBody.p3d";
  1334. nakedUniform = "U_BasicBody";
  1335. hiddenSelections[] = {"Camo1"};
  1336. hiddenSelectionsTextures[] = {
  1337. TEXTUREPATH\Republic\clones\Jesse_medic_uniform.paa
  1338. };
  1339. class EventHandlers : DefaultEventhandlers {};
  1340. };
  1341. class SWOP_Clonetrooper_501srtrooper_F;
  1342. class macro_new_uniform_skin_class(blufor,senior_trooper): SWOP_Clonetrooper_501srtrooper_F
  1343. {
  1344. author = "RD501";
  1345. scope = 1;
  1346. model = "SWOP_clones\uniform\cloneBody.p3d";
  1347. nakedUniform = "U_BasicBody";
  1348. hiddenSelections[] = {"Camo1"};
  1349. hiddenSelectionsTextures[] = {
  1350. TEXTUREPATH\Republic\clones\SRTrooper_uniform.paa
  1351. };
  1352. class EventHandlers : DefaultEventhandlers {};
  1353. };
  1354. class macro_new_uniform_skin_class(blufor,vet_trooper): SWOP_Clonetrooper_501srtrooper_F
  1355. {
  1356. author = "RD501";
  1357. scope = 1;
  1358. model = "SWOP_clones\uniform\cloneBody.p3d";
  1359. nakedUniform = "U_BasicBody";
  1360. hiddenSelections[] = {"Camo1"};
  1361. hiddenSelectionsTextures[] = {
  1362. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1363. };
  1364. class EventHandlers : DefaultEventhandlers {};
  1365. };
  1366. class macro_new_uniform_skin_class(blufor,gold_trooper): SWOP_Clonetrooper_501srtrooper_F
  1367. {
  1368. author = "RD501";
  1369. scope = 1;
  1370. model = "SWOP_clones\uniform\cloneBody.p3d";
  1371. nakedUniform = "U_BasicBody";
  1372. hiddenSelections[] = {"Camo1"};
  1373. hiddenSelectionsTextures[] = {
  1374. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1375. };
  1376. class EventHandlers : DefaultEventhandlers {};
  1377. hiddenSelectionsMaterials[]=
  1378. {
  1379. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  1380. };
  1381. };
  1382. class O_Soldier_base_F;
  1383. class SWOP_Mando_Uniform_black: O_Soldier_base_F
  1384. {
  1385. htMax = 1800;
  1386. htMin = 60;
  1387. class HitPoints
  1388. {
  1389. class HitFace
  1390. {
  1391. armor = 1;
  1392. explosionShielding = 0.1;
  1393. material = -1;
  1394. minimalHit = 0.01;
  1395. name = "face_hub";
  1396. passThrough = 0.8;
  1397. radius = 0.08;
  1398. };
  1399. class HitNeck: HitFace
  1400. {
  1401. armor = 1;
  1402. explosionShielding = 0.5;
  1403. material = -1;
  1404. minimalHit = 0.01;
  1405. name = "neck";
  1406. passThrough = 0.8;
  1407. radius = 0.1;
  1408. };
  1409. class HitHead: HitNeck
  1410. {
  1411. armor = 1;
  1412. depends = "HitFace max HitNeck";
  1413. explosionShielding = 0.5;
  1414. material = -1;
  1415. minimalHit = 0.01;
  1416. name = "head";
  1417. passThrough = 0.8;
  1418. radius = 0.2;
  1419. };
  1420. class HitPelvis
  1421. {
  1422. armor = 6;
  1423. depends = "0";
  1424. explosionShielding = 1;
  1425. material = -1;
  1426. minimalHit = 0.01;
  1427. name = "pelvis";
  1428. passThrough = 0.8;
  1429. radius = 0.24;
  1430. visual = "injury_body";
  1431. };
  1432. class HitAbdomen: HitPelvis
  1433. {
  1434. armor = 1;
  1435. depends = "0";
  1436. explosionShielding = 1;
  1437. material = -1;
  1438. minimalHit = 0.01;
  1439. name = "spine1";
  1440. passThrough = 0.8;
  1441. radius = 0.16;
  1442. visual = "injury_body";
  1443. };
  1444. class HitDiaphragm: HitAbdomen
  1445. {
  1446. armor = 1;
  1447. depends = "0";
  1448. explosionShielding = 6;
  1449. material = -1;
  1450. minimalHit = 0.01;
  1451. name = "spine2";
  1452. passThrough = 0.8;
  1453. radius = 0.18;
  1454. visual = "injury_body";
  1455. };
  1456. class HitChest: HitDiaphragm
  1457. {
  1458. armor = 1;
  1459. depends = "0";
  1460. explosionShielding = 6;
  1461. material = -1;
  1462. minimalHit = 0.01;
  1463. name = "spine3";
  1464. passThrough = 0.8;
  1465. radius = 0.18;
  1466. visual = "injury_body";
  1467. };
  1468. class HitBody: HitChest
  1469. {
  1470. armor = 1000;
  1471. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1472. explosionShielding = 6;
  1473. material = -1;
  1474. minimalHit = 0.01;
  1475. name = "body";
  1476. passThrough = 1;
  1477. radius = 0;
  1478. visual = "injury_body";
  1479. };
  1480. class HitArms
  1481. {
  1482. armor = 3;
  1483. depends = "0";
  1484. explosionShielding = 1;
  1485. material = -1;
  1486. minimalHit = 0.01;
  1487. name = "arms";
  1488. passThrough = 1;
  1489. radius = 0.1;
  1490. visual = "injury_hands";
  1491. };
  1492. class HitHands: HitArms
  1493. {
  1494. armor = 3;
  1495. depends = "HitArms";
  1496. explosionShielding = 1;
  1497. material = -1;
  1498. minimalHit = 0.01;
  1499. name = "hands";
  1500. passThrough = 1;
  1501. radius = 0.1;
  1502. visual = "injury_hands";
  1503. };
  1504. class HitLegs
  1505. {
  1506. armor = 3;
  1507. depends = "0";
  1508. explosionShielding = 1;
  1509. material = -1;
  1510. minimalHit = 0.01;
  1511. name = "legs";
  1512. passThrough = 1;
  1513. radius = 0.14;
  1514. visual = "injury_legs";
  1515. };
  1516. class Incapacitated
  1517. {
  1518. armor = 1000;
  1519. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1520. explosionShielding = 1;
  1521. material = -1;
  1522. minimalHit = 0;
  1523. name = "body";
  1524. passThrough = 1;
  1525. radius = 0;
  1526. visual = "";
  1527. };
  1528. };
  1529. };
  1530. class SWOP_Mando_Uniform_brown: O_Soldier_base_F
  1531. {
  1532. htMax = 1800;
  1533. htMin = 60;
  1534. class HitPoints
  1535. {
  1536. class HitFace
  1537. {
  1538. armor = 1;
  1539. explosionShielding = 0.1;
  1540. material = -1;
  1541. minimalHit = 0.01;
  1542. name = "face_hub";
  1543. passThrough = 0.8;
  1544. radius = 0.08;
  1545. };
  1546. class HitNeck: HitFace
  1547. {
  1548. armor = 1;
  1549. explosionShielding = 0.5;
  1550. material = -1;
  1551. minimalHit = 0.01;
  1552. name = "neck";
  1553. passThrough = 0.8;
  1554. radius = 0.1;
  1555. };
  1556. class HitHead: HitNeck
  1557. {
  1558. armor = 1;
  1559. depends = "HitFace max HitNeck";
  1560. explosionShielding = 0.5;
  1561. material = -1;
  1562. minimalHit = 0.01;
  1563. name = "head";
  1564. passThrough = 0.8;
  1565. radius = 0.2;
  1566. };
  1567. class HitPelvis
  1568. {
  1569. armor = 6;
  1570. depends = "0";
  1571. explosionShielding = 1;
  1572. material = -1;
  1573. minimalHit = 0.01;
  1574. name = "pelvis";
  1575. passThrough = 0.8;
  1576. radius = 0.24;
  1577. visual = "injury_body";
  1578. };
  1579. class HitAbdomen: HitPelvis
  1580. {
  1581. armor = 1;
  1582. depends = "0";
  1583. explosionShielding = 1;
  1584. material = -1;
  1585. minimalHit = 0.01;
  1586. name = "spine1";
  1587. passThrough = 0.8;
  1588. radius = 0.16;
  1589. visual = "injury_body";
  1590. };
  1591. class HitDiaphragm: HitAbdomen
  1592. {
  1593. armor = 1;
  1594. depends = "0";
  1595. explosionShielding = 6;
  1596. material = -1;
  1597. minimalHit = 0.01;
  1598. name = "spine2";
  1599. passThrough = 0.8;
  1600. radius = 0.18;
  1601. visual = "injury_body";
  1602. };
  1603. class HitChest: HitDiaphragm
  1604. {
  1605. armor = 1;
  1606. depends = "0";
  1607. explosionShielding = 6;
  1608. material = -1;
  1609. minimalHit = 0.01;
  1610. name = "spine3";
  1611. passThrough = 0.8;
  1612. radius = 0.18;
  1613. visual = "injury_body";
  1614. };
  1615. class HitBody: HitChest
  1616. {
  1617. armor = 1000;
  1618. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1619. explosionShielding = 6;
  1620. material = -1;
  1621. minimalHit = 0.01;
  1622. name = "body";
  1623. passThrough = 1;
  1624. radius = 0;
  1625. visual = "injury_body";
  1626. };
  1627. class HitArms
  1628. {
  1629. armor = 3;
  1630. depends = "0";
  1631. explosionShielding = 1;
  1632. material = -1;
  1633. minimalHit = 0.01;
  1634. name = "arms";
  1635. passThrough = 1;
  1636. radius = 0.1;
  1637. visual = "injury_hands";
  1638. };
  1639. class HitHands: HitArms
  1640. {
  1641. armor = 3;
  1642. depends = "HitArms";
  1643. explosionShielding = 1;
  1644. material = -1;
  1645. minimalHit = 0.01;
  1646. name = "hands";
  1647. passThrough = 1;
  1648. radius = 0.1;
  1649. visual = "injury_hands";
  1650. };
  1651. class HitLegs
  1652. {
  1653. armor = 3;
  1654. depends = "0";
  1655. explosionShielding = 1;
  1656. material = -1;
  1657. minimalHit = 0.01;
  1658. name = "legs";
  1659. passThrough = 1;
  1660. radius = 0.14;
  1661. visual = "injury_legs";
  1662. };
  1663. class Incapacitated
  1664. {
  1665. armor = 1000;
  1666. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1667. explosionShielding = 1;
  1668. material = -1;
  1669. minimalHit = 0;
  1670. name = "body";
  1671. passThrough = 1;
  1672. radius = 0;
  1673. visual = "";
  1674. };
  1675. };
  1676. };
  1677. class SWOP_Mando_Uniform_Wren: O_Soldier_base_F
  1678. {
  1679. htMax = 1800;
  1680. htMin = 60;
  1681. class HitPoints
  1682. {
  1683. class HitFace
  1684. {
  1685. armor = 1;
  1686. explosionShielding = 0.1;
  1687. material = -1;
  1688. minimalHit = 0.01;
  1689. name = "face_hub";
  1690. passThrough = 0.8;
  1691. radius = 0.08;
  1692. };
  1693. class HitNeck: HitFace
  1694. {
  1695. armor = 1;
  1696. explosionShielding = 0.5;
  1697. material = -1;
  1698. minimalHit = 0.01;
  1699. name = "neck";
  1700. passThrough = 0.8;
  1701. radius = 0.1;
  1702. };
  1703. class HitHead: HitNeck
  1704. {
  1705. armor = 1;
  1706. depends = "HitFace max HitNeck";
  1707. explosionShielding = 0.5;
  1708. material = -1;
  1709. minimalHit = 0.01;
  1710. name = "head";
  1711. passThrough = 0.8;
  1712. radius = 0.2;
  1713. };
  1714. class HitPelvis
  1715. {
  1716. armor = 6;
  1717. depends = "0";
  1718. explosionShielding = 1;
  1719. material = -1;
  1720. minimalHit = 0.01;
  1721. name = "pelvis";
  1722. passThrough = 0.8;
  1723. radius = 0.24;
  1724. visual = "injury_body";
  1725. };
  1726. class HitAbdomen: HitPelvis
  1727. {
  1728. armor = 1;
  1729. depends = "0";
  1730. explosionShielding = 1;
  1731. material = -1;
  1732. minimalHit = 0.01;
  1733. name = "spine1";
  1734. passThrough = 0.8;
  1735. radius = 0.16;
  1736. visual = "injury_body";
  1737. };
  1738. class HitDiaphragm: HitAbdomen
  1739. {
  1740. armor = 1;
  1741. depends = "0";
  1742. explosionShielding = 6;
  1743. material = -1;
  1744. minimalHit = 0.01;
  1745. name = "spine2";
  1746. passThrough = 0.8;
  1747. radius = 0.18;
  1748. visual = "injury_body";
  1749. };
  1750. class HitChest: HitDiaphragm
  1751. {
  1752. armor = 1;
  1753. depends = "0";
  1754. explosionShielding = 6;
  1755. material = -1;
  1756. minimalHit = 0.01;
  1757. name = "spine3";
  1758. passThrough = 0.8;
  1759. radius = 0.18;
  1760. visual = "injury_body";
  1761. };
  1762. class HitBody: HitChest
  1763. {
  1764. armor = 1000;
  1765. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1766. explosionShielding = 6;
  1767. material = -1;
  1768. minimalHit = 0.01;
  1769. name = "body";
  1770. passThrough = 1;
  1771. radius = 0;
  1772. visual = "injury_body";
  1773. };
  1774. class HitArms
  1775. {
  1776. armor = 3;
  1777. depends = "0";
  1778. explosionShielding = 1;
  1779. material = -1;
  1780. minimalHit = 0.01;
  1781. name = "arms";
  1782. passThrough = 1;
  1783. radius = 0.1;
  1784. visual = "injury_hands";
  1785. };
  1786. class HitHands: HitArms
  1787. {
  1788. armor = 3;
  1789. depends = "HitArms";
  1790. explosionShielding = 1;
  1791. material = -1;
  1792. minimalHit = 0.01;
  1793. name = "hands";
  1794. passThrough = 1;
  1795. radius = 0.1;
  1796. visual = "injury_hands";
  1797. };
  1798. class HitLegs
  1799. {
  1800. armor = 3;
  1801. depends = "0";
  1802. explosionShielding = 1;
  1803. material = -1;
  1804. minimalHit = 0.01;
  1805. name = "legs";
  1806. passThrough = 1;
  1807. radius = 0.14;
  1808. visual = "injury_legs";
  1809. };
  1810. class Incapacitated
  1811. {
  1812. armor = 1000;
  1813. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1814. explosionShielding = 1;
  1815. material = -1;
  1816. minimalHit = 0;
  1817. name = "body";
  1818. passThrough = 1;
  1819. radius = 0;
  1820. visual = "";
  1821. };
  1822. };
  1823. };
  1824. class SWOP_Mando_Uniform_DW: O_Soldier_base_F
  1825. {
  1826. htMax = 1800;
  1827. htMin = 60;
  1828. class HitPoints
  1829. {
  1830. class HitFace
  1831. {
  1832. armor = 1;
  1833. explosionShielding = 0.1;
  1834. material = -1;
  1835. minimalHit = 0.01;
  1836. name = "face_hub";
  1837. passThrough = 0.8;
  1838. radius = 0.08;
  1839. };
  1840. class HitNeck: HitFace
  1841. {
  1842. armor = 1;
  1843. explosionShielding = 0.5;
  1844. material = -1;
  1845. minimalHit = 0.01;
  1846. name = "neck";
  1847. passThrough = 0.8;
  1848. radius = 0.1;
  1849. };
  1850. class HitHead: HitNeck
  1851. {
  1852. armor = 1;
  1853. depends = "HitFace max HitNeck";
  1854. explosionShielding = 0.5;
  1855. material = -1;
  1856. minimalHit = 0.01;
  1857. name = "head";
  1858. passThrough = 0.8;
  1859. radius = 0.2;
  1860. };
  1861. class HitPelvis
  1862. {
  1863. armor = 6;
  1864. depends = "0";
  1865. explosionShielding = 1;
  1866. material = -1;
  1867. minimalHit = 0.01;
  1868. name = "pelvis";
  1869. passThrough = 0.8;
  1870. radius = 0.24;
  1871. visual = "injury_body";
  1872. };
  1873. class HitAbdomen: HitPelvis
  1874. {
  1875. armor = 1;
  1876. depends = "0";
  1877. explosionShielding = 1;
  1878. material = -1;
  1879. minimalHit = 0.01;
  1880. name = "spine1";
  1881. passThrough = 0.8;
  1882. radius = 0.16;
  1883. visual = "injury_body";
  1884. };
  1885. class HitDiaphragm: HitAbdomen
  1886. {
  1887. armor = 1;
  1888. depends = "0";
  1889. explosionShielding = 6;
  1890. material = -1;
  1891. minimalHit = 0.01;
  1892. name = "spine2";
  1893. passThrough = 0.8;
  1894. radius = 0.18;
  1895. visual = "injury_body";
  1896. };
  1897. class HitChest: HitDiaphragm
  1898. {
  1899. armor = 1;
  1900. depends = "0";
  1901. explosionShielding = 6;
  1902. material = -1;
  1903. minimalHit = 0.01;
  1904. name = "spine3";
  1905. passThrough = 0.8;
  1906. radius = 0.18;
  1907. visual = "injury_body";
  1908. };
  1909. class HitBody: HitChest
  1910. {
  1911. armor = 1000;
  1912. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1913. explosionShielding = 6;
  1914. material = -1;
  1915. minimalHit = 0.01;
  1916. name = "body";
  1917. passThrough = 1;
  1918. radius = 0;
  1919. visual = "injury_body";
  1920. };
  1921. class HitArms
  1922. {
  1923. armor = 3;
  1924. depends = "0";
  1925. explosionShielding = 1;
  1926. material = -1;
  1927. minimalHit = 0.01;
  1928. name = "arms";
  1929. passThrough = 1;
  1930. radius = 0.1;
  1931. visual = "injury_hands";
  1932. };
  1933. class HitHands: HitArms
  1934. {
  1935. armor = 3;
  1936. depends = "HitArms";
  1937. explosionShielding = 1;
  1938. material = -1;
  1939. minimalHit = 0.01;
  1940. name = "hands";
  1941. passThrough = 1;
  1942. radius = 0.1;
  1943. visual = "injury_hands";
  1944. };
  1945. class HitLegs
  1946. {
  1947. armor = 3;
  1948. depends = "0";
  1949. explosionShielding = 1;
  1950. material = -1;
  1951. minimalHit = 0.01;
  1952. name = "legs";
  1953. passThrough = 1;
  1954. radius = 0.14;
  1955. visual = "injury_legs";
  1956. };
  1957. class Incapacitated
  1958. {
  1959. armor = 1000;
  1960. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1961. explosionShielding = 1;
  1962. material = -1;
  1963. minimalHit = 0;
  1964. name = "body";
  1965. passThrough = 1;
  1966. radius = 0;
  1967. visual = "";
  1968. };
  1969. };
  1970. };
  1971. class SWOP_Mando_Uniform_green: O_Soldier_base_F
  1972. {
  1973. htMax = 1800;
  1974. htMin = 60;
  1975. class HitPoints
  1976. {
  1977. class HitFace
  1978. {
  1979. armor = 1;
  1980. explosionShielding = 0.1;
  1981. material = -1;
  1982. minimalHit = 0.01;
  1983. name = "face_hub";
  1984. passThrough = 0.8;
  1985. radius = 0.08;
  1986. };
  1987. class HitNeck: HitFace
  1988. {
  1989. armor = 1;
  1990. explosionShielding = 0.5;
  1991. material = -1;
  1992. minimalHit = 0.01;
  1993. name = "neck";
  1994. passThrough = 0.8;
  1995. radius = 0.1;
  1996. };
  1997. class HitHead: HitNeck
  1998. {
  1999. armor = 1;
  2000. depends = "HitFace max HitNeck";
  2001. explosionShielding = 0.5;
  2002. material = -1;
  2003. minimalHit = 0.01;
  2004. name = "head";
  2005. passThrough = 0.8;
  2006. radius = 0.2;
  2007. };
  2008. class HitPelvis
  2009. {
  2010. armor = 6;
  2011. depends = "0";
  2012. explosionShielding = 1;
  2013. material = -1;
  2014. minimalHit = 0.01;
  2015. name = "pelvis";
  2016. passThrough = 0.8;
  2017. radius = 0.24;
  2018. visual = "injury_body";
  2019. };
  2020. class HitAbdomen: HitPelvis
  2021. {
  2022. armor = 1;
  2023. depends = "0";
  2024. explosionShielding = 1;
  2025. material = -1;
  2026. minimalHit = 0.01;
  2027. name = "spine1";
  2028. passThrough = 0.8;
  2029. radius = 0.16;
  2030. visual = "injury_body";
  2031. };
  2032. class HitDiaphragm: HitAbdomen
  2033. {
  2034. armor = 1;
  2035. depends = "0";
  2036. explosionShielding = 6;
  2037. material = -1;
  2038. minimalHit = 0.01;
  2039. name = "spine2";
  2040. passThrough = 0.8;
  2041. radius = 0.18;
  2042. visual = "injury_body";
  2043. };
  2044. class HitChest: HitDiaphragm
  2045. {
  2046. armor = 1;
  2047. depends = "0";
  2048. explosionShielding = 6;
  2049. material = -1;
  2050. minimalHit = 0.01;
  2051. name = "spine3";
  2052. passThrough = 0.8;
  2053. radius = 0.18;
  2054. visual = "injury_body";
  2055. };
  2056. class HitBody: HitChest
  2057. {
  2058. armor = 1000;
  2059. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2060. explosionShielding = 6;
  2061. material = -1;
  2062. minimalHit = 0.01;
  2063. name = "body";
  2064. passThrough = 1;
  2065. radius = 0;
  2066. visual = "injury_body";
  2067. };
  2068. class HitArms
  2069. {
  2070. armor = 3;
  2071. depends = "0";
  2072. explosionShielding = 1;
  2073. material = -1;
  2074. minimalHit = 0.01;
  2075. name = "arms";
  2076. passThrough = 1;
  2077. radius = 0.1;
  2078. visual = "injury_hands";
  2079. };
  2080. class HitHands: HitArms
  2081. {
  2082. armor = 3;
  2083. depends = "HitArms";
  2084. explosionShielding = 1;
  2085. material = -1;
  2086. minimalHit = 0.01;
  2087. name = "hands";
  2088. passThrough = 1;
  2089. radius = 0.1;
  2090. visual = "injury_hands";
  2091. };
  2092. class HitLegs
  2093. {
  2094. armor = 3;
  2095. depends = "0";
  2096. explosionShielding = 1;
  2097. material = -1;
  2098. minimalHit = 0.01;
  2099. name = "legs";
  2100. passThrough = 1;
  2101. radius = 0.14;
  2102. visual = "injury_legs";
  2103. };
  2104. class Incapacitated
  2105. {
  2106. armor = 1000;
  2107. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2108. explosionShielding = 1;
  2109. material = -1;
  2110. minimalHit = 0;
  2111. name = "body";
  2112. passThrough = 1;
  2113. radius = 0;
  2114. visual = "";
  2115. };
  2116. };
  2117. };
  2118. class SWOP_Mando_Uniform_protectors: O_Soldier_base_F
  2119. {
  2120. htMax = 1800;
  2121. htMin = 60;
  2122. class HitPoints
  2123. {
  2124. class HitFace
  2125. {
  2126. armor = 1;
  2127. explosionShielding = 0.1;
  2128. material = -1;
  2129. minimalHit = 0.01;
  2130. name = "face_hub";
  2131. passThrough = 0.8;
  2132. radius = 0.08;
  2133. };
  2134. class HitNeck: HitFace
  2135. {
  2136. armor = 1;
  2137. explosionShielding = 0.5;
  2138. material = -1;
  2139. minimalHit = 0.01;
  2140. name = "neck";
  2141. passThrough = 0.8;
  2142. radius = 0.1;
  2143. };
  2144. class HitHead: HitNeck
  2145. {
  2146. armor = 1;
  2147. depends = "HitFace max HitNeck";
  2148. explosionShielding = 0.5;
  2149. material = -1;
  2150. minimalHit = 0.01;
  2151. name = "head";
  2152. passThrough = 0.8;
  2153. radius = 0.2;
  2154. };
  2155. class HitPelvis
  2156. {
  2157. armor = 6;
  2158. depends = "0";
  2159. explosionShielding = 1;
  2160. material = -1;
  2161. minimalHit = 0.01;
  2162. name = "pelvis";
  2163. passThrough = 0.8;
  2164. radius = 0.24;
  2165. visual = "injury_body";
  2166. };
  2167. class HitAbdomen: HitPelvis
  2168. {
  2169. armor = 1;
  2170. depends = "0";
  2171. explosionShielding = 1;
  2172. material = -1;
  2173. minimalHit = 0.01;
  2174. name = "spine1";
  2175. passThrough = 0.8;
  2176. radius = 0.16;
  2177. visual = "injury_body";
  2178. };
  2179. class HitDiaphragm: HitAbdomen
  2180. {
  2181. armor = 1;
  2182. depends = "0";
  2183. explosionShielding = 6;
  2184. material = -1;
  2185. minimalHit = 0.01;
  2186. name = "spine2";
  2187. passThrough = 0.8;
  2188. radius = 0.18;
  2189. visual = "injury_body";
  2190. };
  2191. class HitChest: HitDiaphragm
  2192. {
  2193. armor = 1;
  2194. depends = "0";
  2195. explosionShielding = 6;
  2196. material = -1;
  2197. minimalHit = 0.01;
  2198. name = "spine3";
  2199. passThrough = 0.8;
  2200. radius = 0.18;
  2201. visual = "injury_body";
  2202. };
  2203. class HitBody: HitChest
  2204. {
  2205. armor = 1000;
  2206. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2207. explosionShielding = 6;
  2208. material = -1;
  2209. minimalHit = 0.01;
  2210. name = "body";
  2211. passThrough = 1;
  2212. radius = 0;
  2213. visual = "injury_body";
  2214. };
  2215. class HitArms
  2216. {
  2217. armor = 3;
  2218. depends = "0";
  2219. explosionShielding = 1;
  2220. material = -1;
  2221. minimalHit = 0.01;
  2222. name = "arms";
  2223. passThrough = 1;
  2224. radius = 0.1;
  2225. visual = "injury_hands";
  2226. };
  2227. class HitHands: HitArms
  2228. {
  2229. armor = 3;
  2230. depends = "HitArms";
  2231. explosionShielding = 1;
  2232. material = -1;
  2233. minimalHit = 0.01;
  2234. name = "hands";
  2235. passThrough = 1;
  2236. radius = 0.1;
  2237. visual = "injury_hands";
  2238. };
  2239. class HitLegs
  2240. {
  2241. armor = 3;
  2242. depends = "0";
  2243. explosionShielding = 1;
  2244. material = -1;
  2245. minimalHit = 0.01;
  2246. name = "legs";
  2247. passThrough = 1;
  2248. radius = 0.14;
  2249. visual = "injury_legs";
  2250. };
  2251. class Incapacitated
  2252. {
  2253. armor = 1000;
  2254. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2255. explosionShielding = 1;
  2256. material = -1;
  2257. minimalHit = 0;
  2258. name = "body";
  2259. passThrough = 1;
  2260. radius = 0;
  2261. visual = "";
  2262. };
  2263. };
  2264. };
  2265. class SWOP_Mando_Uniform_red: O_Soldier_base_F
  2266. {
  2267. htMax = 1800;
  2268. htMin = 60;
  2269. class HitPoints
  2270. {
  2271. class HitFace
  2272. {
  2273. armor = 1;
  2274. explosionShielding = 0.1;
  2275. material = -1;
  2276. minimalHit = 0.01;
  2277. name = "face_hub";
  2278. passThrough = 0.8;
  2279. radius = 0.08;
  2280. };
  2281. class HitNeck: HitFace
  2282. {
  2283. armor = 1;
  2284. explosionShielding = 0.5;
  2285. material = -1;
  2286. minimalHit = 0.01;
  2287. name = "neck";
  2288. passThrough = 0.8;
  2289. radius = 0.1;
  2290. };
  2291. class HitHead: HitNeck
  2292. {
  2293. armor = 1;
  2294. depends = "HitFace max HitNeck";
  2295. explosionShielding = 0.5;
  2296. material = -1;
  2297. minimalHit = 0.01;
  2298. name = "head";
  2299. passThrough = 0.8;
  2300. radius = 0.2;
  2301. };
  2302. class HitPelvis
  2303. {
  2304. armor = 6;
  2305. depends = "0";
  2306. explosionShielding = 1;
  2307. material = -1;
  2308. minimalHit = 0.01;
  2309. name = "pelvis";
  2310. passThrough = 0.8;
  2311. radius = 0.24;
  2312. visual = "injury_body";
  2313. };
  2314. class HitAbdomen: HitPelvis
  2315. {
  2316. armor = 1;
  2317. depends = "0";
  2318. explosionShielding = 1;
  2319. material = -1;
  2320. minimalHit = 0.01;
  2321. name = "spine1";
  2322. passThrough = 0.8;
  2323. radius = 0.16;
  2324. visual = "injury_body";
  2325. };
  2326. class HitDiaphragm: HitAbdomen
  2327. {
  2328. armor = 1;
  2329. depends = "0";
  2330. explosionShielding = 6;
  2331. material = -1;
  2332. minimalHit = 0.01;
  2333. name = "spine2";
  2334. passThrough = 0.8;
  2335. radius = 0.18;
  2336. visual = "injury_body";
  2337. };
  2338. class HitChest: HitDiaphragm
  2339. {
  2340. armor = 1;
  2341. depends = "0";
  2342. explosionShielding = 6;
  2343. material = -1;
  2344. minimalHit = 0.01;
  2345. name = "spine3";
  2346. passThrough = 0.8;
  2347. radius = 0.18;
  2348. visual = "injury_body";
  2349. };
  2350. class HitBody: HitChest
  2351. {
  2352. armor = 1000;
  2353. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2354. explosionShielding = 6;
  2355. material = -1;
  2356. minimalHit = 0.01;
  2357. name = "body";
  2358. passThrough = 1;
  2359. radius = 0;
  2360. visual = "injury_body";
  2361. };
  2362. class HitArms
  2363. {
  2364. armor = 3;
  2365. depends = "0";
  2366. explosionShielding = 1;
  2367. material = -1;
  2368. minimalHit = 0.01;
  2369. name = "arms";
  2370. passThrough = 1;
  2371. radius = 0.1;
  2372. visual = "injury_hands";
  2373. };
  2374. class HitHands: HitArms
  2375. {
  2376. armor = 3;
  2377. depends = "HitArms";
  2378. explosionShielding = 1;
  2379. material = -1;
  2380. minimalHit = 0.01;
  2381. name = "hands";
  2382. passThrough = 1;
  2383. radius = 0.1;
  2384. visual = "injury_hands";
  2385. };
  2386. class HitLegs
  2387. {
  2388. armor = 3;
  2389. depends = "0";
  2390. explosionShielding = 1;
  2391. material = -1;
  2392. minimalHit = 0.01;
  2393. name = "legs";
  2394. passThrough = 1;
  2395. radius = 0.14;
  2396. visual = "injury_legs";
  2397. };
  2398. class Incapacitated
  2399. {
  2400. armor = 1000;
  2401. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2402. explosionShielding = 1;
  2403. material = -1;
  2404. minimalHit = 0;
  2405. name = "body";
  2406. passThrough = 1;
  2407. radius = 0;
  2408. visual = "";
  2409. };
  2410. };
  2411. };
  2412. class SWOP_StormTFO_F: O_Soldier_base_F
  2413. {
  2414. htMax = 1800;
  2415. htMin = 60;
  2416. class HitPoints
  2417. {
  2418. class HitFace
  2419. {
  2420. armor = 1;
  2421. explosionShielding = 0.1;
  2422. material = -1;
  2423. minimalHit = 0.01;
  2424. name = "face_hub";
  2425. passThrough = 0.8;
  2426. radius = 0.08;
  2427. };
  2428. class HitNeck: HitFace
  2429. {
  2430. armor = 1;
  2431. explosionShielding = 0.5;
  2432. material = -1;
  2433. minimalHit = 0.01;
  2434. name = "neck";
  2435. passThrough = 0.8;
  2436. radius = 0.1;
  2437. };
  2438. class HitHead: HitNeck
  2439. {
  2440. armor = 1;
  2441. depends = "HitFace max HitNeck";
  2442. explosionShielding = 0.5;
  2443. material = -1;
  2444. minimalHit = 0.01;
  2445. name = "head";
  2446. passThrough = 0.8;
  2447. radius = 0.2;
  2448. };
  2449. class HitPelvis
  2450. {
  2451. armor = 6;
  2452. depends = "0";
  2453. explosionShielding = 1;
  2454. material = -1;
  2455. minimalHit = 0.01;
  2456. name = "pelvis";
  2457. passThrough = 0.8;
  2458. radius = 0.24;
  2459. visual = "injury_body";
  2460. };
  2461. class HitAbdomen: HitPelvis
  2462. {
  2463. armor = 1;
  2464. depends = "0";
  2465. explosionShielding = 1;
  2466. material = -1;
  2467. minimalHit = 0.01;
  2468. name = "spine1";
  2469. passThrough = 0.8;
  2470. radius = 0.16;
  2471. visual = "injury_body";
  2472. };
  2473. class HitDiaphragm: HitAbdomen
  2474. {
  2475. armor = 1;
  2476. depends = "0";
  2477. explosionShielding = 6;
  2478. material = -1;
  2479. minimalHit = 0.01;
  2480. name = "spine2";
  2481. passThrough = 0.8;
  2482. radius = 0.18;
  2483. visual = "injury_body";
  2484. };
  2485. class HitChest: HitDiaphragm
  2486. {
  2487. armor = 1;
  2488. depends = "0";
  2489. explosionShielding = 6;
  2490. material = -1;
  2491. minimalHit = 0.01;
  2492. name = "spine3";
  2493. passThrough = 0.8;
  2494. radius = 0.18;
  2495. visual = "injury_body";
  2496. };
  2497. class HitBody: HitChest
  2498. {
  2499. armor = 1000;
  2500. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2501. explosionShielding = 6;
  2502. material = -1;
  2503. minimalHit = 0.01;
  2504. name = "body";
  2505. passThrough = 1;
  2506. radius = 0;
  2507. visual = "injury_body";
  2508. };
  2509. class HitArms
  2510. {
  2511. armor = 3;
  2512. depends = "0";
  2513. explosionShielding = 1;
  2514. material = -1;
  2515. minimalHit = 0.01;
  2516. name = "arms";
  2517. passThrough = 1;
  2518. radius = 0.1;
  2519. visual = "injury_hands";
  2520. };
  2521. class HitHands: HitArms
  2522. {
  2523. armor = 3;
  2524. depends = "HitArms";
  2525. explosionShielding = 1;
  2526. material = -1;
  2527. minimalHit = 0.01;
  2528. name = "hands";
  2529. passThrough = 1;
  2530. radius = 0.1;
  2531. visual = "injury_hands";
  2532. };
  2533. class HitLegs
  2534. {
  2535. armor = 3;
  2536. depends = "0";
  2537. explosionShielding = 1;
  2538. material = -1;
  2539. minimalHit = 0.01;
  2540. name = "legs";
  2541. passThrough = 1;
  2542. radius = 0.14;
  2543. visual = "injury_legs";
  2544. };
  2545. class Incapacitated
  2546. {
  2547. armor = 1000;
  2548. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2549. explosionShielding = 1;
  2550. material = -1;
  2551. minimalHit = 0;
  2552. name = "body";
  2553. passThrough = 1;
  2554. radius = 0;
  2555. visual = "";
  2556. };
  2557. };
  2558. };
  2559. class SWOP_StormTFO_Exec_F: O_Soldier_base_F
  2560. {
  2561. htMax = 1800;
  2562. htMin = 60;
  2563. class HitPoints
  2564. {
  2565. class HitFace
  2566. {
  2567. armor = 1;
  2568. explosionShielding = 0.1;
  2569. material = -1;
  2570. minimalHit = 0.01;
  2571. name = "face_hub";
  2572. passThrough = 0.8;
  2573. radius = 0.08;
  2574. };
  2575. class HitNeck: HitFace
  2576. {
  2577. armor = 1;
  2578. explosionShielding = 0.5;
  2579. material = -1;
  2580. minimalHit = 0.01;
  2581. name = "neck";
  2582. passThrough = 0.8;
  2583. radius = 0.1;
  2584. };
  2585. class HitHead: HitNeck
  2586. {
  2587. armor = 1;
  2588. depends = "HitFace max HitNeck";
  2589. explosionShielding = 0.5;
  2590. material = -1;
  2591. minimalHit = 0.01;
  2592. name = "head";
  2593. passThrough = 0.8;
  2594. radius = 0.2;
  2595. };
  2596. class HitPelvis
  2597. {
  2598. armor = 6;
  2599. depends = "0";
  2600. explosionShielding = 1;
  2601. material = -1;
  2602. minimalHit = 0.01;
  2603. name = "pelvis";
  2604. passThrough = 0.8;
  2605. radius = 0.24;
  2606. visual = "injury_body";
  2607. };
  2608. class HitAbdomen: HitPelvis
  2609. {
  2610. armor = 1;
  2611. depends = "0";
  2612. explosionShielding = 1;
  2613. material = -1;
  2614. minimalHit = 0.01;
  2615. name = "spine1";
  2616. passThrough = 0.8;
  2617. radius = 0.16;
  2618. visual = "injury_body";
  2619. };
  2620. class HitDiaphragm: HitAbdomen
  2621. {
  2622. armor = 1;
  2623. depends = "0";
  2624. explosionShielding = 6;
  2625. material = -1;
  2626. minimalHit = 0.01;
  2627. name = "spine2";
  2628. passThrough = 0.8;
  2629. radius = 0.18;
  2630. visual = "injury_body";
  2631. };
  2632. class HitChest: HitDiaphragm
  2633. {
  2634. armor = 1;
  2635. depends = "0";
  2636. explosionShielding = 6;
  2637. material = -1;
  2638. minimalHit = 0.01;
  2639. name = "spine3";
  2640. passThrough = 0.8;
  2641. radius = 0.18;
  2642. visual = "injury_body";
  2643. };
  2644. class HitBody: HitChest
  2645. {
  2646. armor = 1000;
  2647. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2648. explosionShielding = 6;
  2649. material = -1;
  2650. minimalHit = 0.01;
  2651. name = "body";
  2652. passThrough = 1;
  2653. radius = 0;
  2654. visual = "injury_body";
  2655. };
  2656. class HitArms
  2657. {
  2658. armor = 3;
  2659. depends = "0";
  2660. explosionShielding = 1;
  2661. material = -1;
  2662. minimalHit = 0.01;
  2663. name = "arms";
  2664. passThrough = 1;
  2665. radius = 0.1;
  2666. visual = "injury_hands";
  2667. };
  2668. class HitHands: HitArms
  2669. {
  2670. armor = 3;
  2671. depends = "HitArms";
  2672. explosionShielding = 1;
  2673. material = -1;
  2674. minimalHit = 0.01;
  2675. name = "hands";
  2676. passThrough = 1;
  2677. radius = 0.1;
  2678. visual = "injury_hands";
  2679. };
  2680. class HitLegs
  2681. {
  2682. armor = 3;
  2683. depends = "0";
  2684. explosionShielding = 1;
  2685. material = -1;
  2686. minimalHit = 0.01;
  2687. name = "legs";
  2688. passThrough = 1;
  2689. radius = 0.14;
  2690. visual = "injury_legs";
  2691. };
  2692. class Incapacitated
  2693. {
  2694. armor = 1000;
  2695. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2696. explosionShielding = 1;
  2697. material = -1;
  2698. minimalHit = 0;
  2699. name = "body";
  2700. passThrough = 1;
  2701. radius = 0;
  2702. visual = "";
  2703. };
  2704. };
  2705. };
  2706. class SWOP_ST_clear_F: O_Soldier_base_F
  2707. {
  2708. htMax = 1800;
  2709. htMin = 60;
  2710. class HitPoints
  2711. {
  2712. class HitFace
  2713. {
  2714. armor = 1;
  2715. explosionShielding = 0.1;
  2716. material = -1;
  2717. minimalHit = 0.01;
  2718. name = "face_hub";
  2719. passThrough = 0.8;
  2720. radius = 0.08;
  2721. };
  2722. class HitNeck: HitFace
  2723. {
  2724. armor = 1;
  2725. explosionShielding = 0.5;
  2726. material = -1;
  2727. minimalHit = 0.01;
  2728. name = "neck";
  2729. passThrough = 0.8;
  2730. radius = 0.1;
  2731. };
  2732. class HitHead: HitNeck
  2733. {
  2734. armor = 1;
  2735. depends = "HitFace max HitNeck";
  2736. explosionShielding = 0.5;
  2737. material = -1;
  2738. minimalHit = 0.01;
  2739. name = "head";
  2740. passThrough = 0.8;
  2741. radius = 0.2;
  2742. };
  2743. class HitPelvis
  2744. {
  2745. armor = 6;
  2746. depends = "0";
  2747. explosionShielding = 1;
  2748. material = -1;
  2749. minimalHit = 0.01;
  2750. name = "pelvis";
  2751. passThrough = 0.8;
  2752. radius = 0.24;
  2753. visual = "injury_body";
  2754. };
  2755. class HitAbdomen: HitPelvis
  2756. {
  2757. armor = 1;
  2758. depends = "0";
  2759. explosionShielding = 1;
  2760. material = -1;
  2761. minimalHit = 0.01;
  2762. name = "spine1";
  2763. passThrough = 0.8;
  2764. radius = 0.16;
  2765. visual = "injury_body";
  2766. };
  2767. class HitDiaphragm: HitAbdomen
  2768. {
  2769. armor = 1;
  2770. depends = "0";
  2771. explosionShielding = 6;
  2772. material = -1;
  2773. minimalHit = 0.01;
  2774. name = "spine2";
  2775. passThrough = 0.8;
  2776. radius = 0.18;
  2777. visual = "injury_body";
  2778. };
  2779. class HitChest: HitDiaphragm
  2780. {
  2781. armor = 1;
  2782. depends = "0";
  2783. explosionShielding = 6;
  2784. material = -1;
  2785. minimalHit = 0.01;
  2786. name = "spine3";
  2787. passThrough = 0.8;
  2788. radius = 0.18;
  2789. visual = "injury_body";
  2790. };
  2791. class HitBody: HitChest
  2792. {
  2793. armor = 1000;
  2794. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2795. explosionShielding = 6;
  2796. material = -1;
  2797. minimalHit = 0.01;
  2798. name = "body";
  2799. passThrough = 1;
  2800. radius = 0;
  2801. visual = "injury_body";
  2802. };
  2803. class HitArms
  2804. {
  2805. armor = 3;
  2806. depends = "0";
  2807. explosionShielding = 1;
  2808. material = -1;
  2809. minimalHit = 0.01;
  2810. name = "arms";
  2811. passThrough = 1;
  2812. radius = 0.1;
  2813. visual = "injury_hands";
  2814. };
  2815. class HitHands: HitArms
  2816. {
  2817. armor = 3;
  2818. depends = "HitArms";
  2819. explosionShielding = 1;
  2820. material = -1;
  2821. minimalHit = 0.01;
  2822. name = "hands";
  2823. passThrough = 1;
  2824. radius = 0.1;
  2825. visual = "injury_hands";
  2826. };
  2827. class HitLegs
  2828. {
  2829. armor = 3;
  2830. depends = "0";
  2831. explosionShielding = 1;
  2832. material = -1;
  2833. minimalHit = 0.01;
  2834. name = "legs";
  2835. passThrough = 1;
  2836. radius = 0.14;
  2837. visual = "injury_legs";
  2838. };
  2839. class Incapacitated
  2840. {
  2841. armor = 1000;
  2842. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2843. explosionShielding = 1;
  2844. material = -1;
  2845. minimalHit = 0;
  2846. name = "body";
  2847. passThrough = 1;
  2848. radius = 0;
  2849. visual = "";
  2850. };
  2851. };
  2852. };
  2853. class SWOP_ST_jump_F: O_Soldier_base_F
  2854. {
  2855. htMax = 1800;
  2856. htMin = 60;
  2857. class HitPoints
  2858. {
  2859. class HitFace
  2860. {
  2861. armor = 1;
  2862. explosionShielding = 0.1;
  2863. material = -1;
  2864. minimalHit = 0.01;
  2865. name = "face_hub";
  2866. passThrough = 0.8;
  2867. radius = 0.08;
  2868. };
  2869. class HitNeck: HitFace
  2870. {
  2871. armor = 1;
  2872. explosionShielding = 0.5;
  2873. material = -1;
  2874. minimalHit = 0.01;
  2875. name = "neck";
  2876. passThrough = 0.8;
  2877. radius = 0.1;
  2878. };
  2879. class HitHead: HitNeck
  2880. {
  2881. armor = 1;
  2882. depends = "HitFace max HitNeck";
  2883. explosionShielding = 0.5;
  2884. material = -1;
  2885. minimalHit = 0.01;
  2886. name = "head";
  2887. passThrough = 0.8;
  2888. radius = 0.2;
  2889. };
  2890. class HitPelvis
  2891. {
  2892. armor = 6;
  2893. depends = "0";
  2894. explosionShielding = 1;
  2895. material = -1;
  2896. minimalHit = 0.01;
  2897. name = "pelvis";
  2898. passThrough = 0.8;
  2899. radius = 0.24;
  2900. visual = "injury_body";
  2901. };
  2902. class HitAbdomen: HitPelvis
  2903. {
  2904. armor = 1;
  2905. depends = "0";
  2906. explosionShielding = 1;
  2907. material = -1;
  2908. minimalHit = 0.01;
  2909. name = "spine1";
  2910. passThrough = 0.8;
  2911. radius = 0.16;
  2912. visual = "injury_body";
  2913. };
  2914. class HitDiaphragm: HitAbdomen
  2915. {
  2916. armor = 1;
  2917. depends = "0";
  2918. explosionShielding = 6;
  2919. material = -1;
  2920. minimalHit = 0.01;
  2921. name = "spine2";
  2922. passThrough = 0.8;
  2923. radius = 0.18;
  2924. visual = "injury_body";
  2925. };
  2926. class HitChest: HitDiaphragm
  2927. {
  2928. armor = 1;
  2929. depends = "0";
  2930. explosionShielding = 6;
  2931. material = -1;
  2932. minimalHit = 0.01;
  2933. name = "spine3";
  2934. passThrough = 0.8;
  2935. radius = 0.18;
  2936. visual = "injury_body";
  2937. };
  2938. class HitBody: HitChest
  2939. {
  2940. armor = 1000;
  2941. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2942. explosionShielding = 6;
  2943. material = -1;
  2944. minimalHit = 0.01;
  2945. name = "body";
  2946. passThrough = 1;
  2947. radius = 0;
  2948. visual = "injury_body";
  2949. };
  2950. class HitArms
  2951. {
  2952. armor = 3;
  2953. depends = "0";
  2954. explosionShielding = 1;
  2955. material = -1;
  2956. minimalHit = 0.01;
  2957. name = "arms";
  2958. passThrough = 1;
  2959. radius = 0.1;
  2960. visual = "injury_hands";
  2961. };
  2962. class HitHands: HitArms
  2963. {
  2964. armor = 3;
  2965. depends = "HitArms";
  2966. explosionShielding = 1;
  2967. material = -1;
  2968. minimalHit = 0.01;
  2969. name = "hands";
  2970. passThrough = 1;
  2971. radius = 0.1;
  2972. visual = "injury_hands";
  2973. };
  2974. class HitLegs
  2975. {
  2976. armor = 3;
  2977. depends = "0";
  2978. explosionShielding = 1;
  2979. material = -1;
  2980. minimalHit = 0.01;
  2981. name = "legs";
  2982. passThrough = 1;
  2983. radius = 0.14;
  2984. visual = "injury_legs";
  2985. };
  2986. class Incapacitated
  2987. {
  2988. armor = 1000;
  2989. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2990. explosionShielding = 1;
  2991. material = -1;
  2992. minimalHit = 0;
  2993. name = "body";
  2994. passThrough = 1;
  2995. radius = 0;
  2996. visual = "";
  2997. };
  2998. };
  2999. };
  3000. class SWOP_GreClothes_reb_F: O_Soldier_base_F
  3001. {
  3002. htMax = 1800;
  3003. htMin = 60;
  3004. class HitPoints
  3005. {
  3006. class HitFace
  3007. {
  3008. armor = 1;
  3009. explosionShielding = 0.1;
  3010. material = -1;
  3011. minimalHit = 0.01;
  3012. name = "face_hub";
  3013. passThrough = 0.8;
  3014. radius = 0.08;
  3015. };
  3016. class HitNeck: HitFace
  3017. {
  3018. armor = 1;
  3019. explosionShielding = 0.5;
  3020. material = -1;
  3021. minimalHit = 0.01;
  3022. name = "neck";
  3023. passThrough = 0.8;
  3024. radius = 0.1;
  3025. };
  3026. class HitHead: HitNeck
  3027. {
  3028. armor = 1;
  3029. depends = "HitFace max HitNeck";
  3030. explosionShielding = 0.5;
  3031. material = -1;
  3032. minimalHit = 0.01;
  3033. name = "head";
  3034. passThrough = 0.8;
  3035. radius = 0.2;
  3036. };
  3037. class HitPelvis
  3038. {
  3039. armor = 6;
  3040. depends = "0";
  3041. explosionShielding = 1;
  3042. material = -1;
  3043. minimalHit = 0.01;
  3044. name = "pelvis";
  3045. passThrough = 0.8;
  3046. radius = 0.24;
  3047. visual = "injury_body";
  3048. };
  3049. class HitAbdomen: HitPelvis
  3050. {
  3051. armor = 1;
  3052. depends = "0";
  3053. explosionShielding = 1;
  3054. material = -1;
  3055. minimalHit = 0.01;
  3056. name = "spine1";
  3057. passThrough = 0.8;
  3058. radius = 0.16;
  3059. visual = "injury_body";
  3060. };
  3061. class HitDiaphragm: HitAbdomen
  3062. {
  3063. armor = 1;
  3064. depends = "0";
  3065. explosionShielding = 6;
  3066. material = -1;
  3067. minimalHit = 0.01;
  3068. name = "spine2";
  3069. passThrough = 0.8;
  3070. radius = 0.18;
  3071. visual = "injury_body";
  3072. };
  3073. class HitChest: HitDiaphragm
  3074. {
  3075. armor = 1;
  3076. depends = "0";
  3077. explosionShielding = 6;
  3078. material = -1;
  3079. minimalHit = 0.01;
  3080. name = "spine3";
  3081. passThrough = 0.8;
  3082. radius = 0.18;
  3083. visual = "injury_body";
  3084. };
  3085. class HitBody: HitChest
  3086. {
  3087. armor = 1000;
  3088. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3089. explosionShielding = 6;
  3090. material = -1;
  3091. minimalHit = 0.01;
  3092. name = "body";
  3093. passThrough = 1;
  3094. radius = 0;
  3095. visual = "injury_body";
  3096. };
  3097. class HitArms
  3098. {
  3099. armor = 3;
  3100. depends = "0";
  3101. explosionShielding = 1;
  3102. material = -1;
  3103. minimalHit = 0.01;
  3104. name = "arms";
  3105. passThrough = 1;
  3106. radius = 0.1;
  3107. visual = "injury_hands";
  3108. };
  3109. class HitHands: HitArms
  3110. {
  3111. armor = 3;
  3112. depends = "HitArms";
  3113. explosionShielding = 1;
  3114. material = -1;
  3115. minimalHit = 0.01;
  3116. name = "hands";
  3117. passThrough = 1;
  3118. radius = 0.1;
  3119. visual = "injury_hands";
  3120. };
  3121. class HitLegs
  3122. {
  3123. armor = 3;
  3124. depends = "0";
  3125. explosionShielding = 1;
  3126. material = -1;
  3127. minimalHit = 0.01;
  3128. name = "legs";
  3129. passThrough = 1;
  3130. radius = 0.14;
  3131. visual = "injury_legs";
  3132. };
  3133. class Incapacitated
  3134. {
  3135. armor = 1000;
  3136. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3137. explosionShielding = 1;
  3138. material = -1;
  3139. minimalHit = 0;
  3140. name = "body";
  3141. passThrough = 1;
  3142. radius = 0;
  3143. visual = "";
  3144. };
  3145. };
  3146. };
  3147. class SWOP_Reb_f_DB_F: O_Soldier_base_F
  3148. {
  3149. htMax = 1800;
  3150. htMin = 60;
  3151. class HitPoints
  3152. {
  3153. class HitFace
  3154. {
  3155. armor = 1;
  3156. explosionShielding = 0.1;
  3157. material = -1;
  3158. minimalHit = 0.01;
  3159. name = "face_hub";
  3160. passThrough = 0.8;
  3161. radius = 0.08;
  3162. };
  3163. class HitNeck: HitFace
  3164. {
  3165. armor = 1;
  3166. explosionShielding = 0.5;
  3167. material = -1;
  3168. minimalHit = 0.01;
  3169. name = "neck";
  3170. passThrough = 0.8;
  3171. radius = 0.1;
  3172. };
  3173. class HitHead: HitNeck
  3174. {
  3175. armor = 1;
  3176. depends = "HitFace max HitNeck";
  3177. explosionShielding = 0.5;
  3178. material = -1;
  3179. minimalHit = 0.01;
  3180. name = "head";
  3181. passThrough = 0.8;
  3182. radius = 0.2;
  3183. };
  3184. class HitPelvis
  3185. {
  3186. armor = 6;
  3187. depends = "0";
  3188. explosionShielding = 1;
  3189. material = -1;
  3190. minimalHit = 0.01;
  3191. name = "pelvis";
  3192. passThrough = 0.8;
  3193. radius = 0.24;
  3194. visual = "injury_body";
  3195. };
  3196. class HitAbdomen: HitPelvis
  3197. {
  3198. armor = 1;
  3199. depends = "0";
  3200. explosionShielding = 1;
  3201. material = -1;
  3202. minimalHit = 0.01;
  3203. name = "spine1";
  3204. passThrough = 0.8;
  3205. radius = 0.16;
  3206. visual = "injury_body";
  3207. };
  3208. class HitDiaphragm: HitAbdomen
  3209. {
  3210. armor = 1;
  3211. depends = "0";
  3212. explosionShielding = 6;
  3213. material = -1;
  3214. minimalHit = 0.01;
  3215. name = "spine2";
  3216. passThrough = 0.8;
  3217. radius = 0.18;
  3218. visual = "injury_body";
  3219. };
  3220. class HitChest: HitDiaphragm
  3221. {
  3222. armor = 1;
  3223. depends = "0";
  3224. explosionShielding = 6;
  3225. material = -1;
  3226. minimalHit = 0.01;
  3227. name = "spine3";
  3228. passThrough = 0.8;
  3229. radius = 0.18;
  3230. visual = "injury_body";
  3231. };
  3232. class HitBody: HitChest
  3233. {
  3234. armor = 1000;
  3235. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3236. explosionShielding = 6;
  3237. material = -1;
  3238. minimalHit = 0.01;
  3239. name = "body";
  3240. passThrough = 1;
  3241. radius = 0;
  3242. visual = "injury_body";
  3243. };
  3244. class HitArms
  3245. {
  3246. armor = 3;
  3247. depends = "0";
  3248. explosionShielding = 1;
  3249. material = -1;
  3250. minimalHit = 0.01;
  3251. name = "arms";
  3252. passThrough = 1;
  3253. radius = 0.1;
  3254. visual = "injury_hands";
  3255. };
  3256. class HitHands: HitArms
  3257. {
  3258. armor = 3;
  3259. depends = "HitArms";
  3260. explosionShielding = 1;
  3261. material = -1;
  3262. minimalHit = 0.01;
  3263. name = "hands";
  3264. passThrough = 1;
  3265. radius = 0.1;
  3266. visual = "injury_hands";
  3267. };
  3268. class HitLegs
  3269. {
  3270. armor = 3;
  3271. depends = "0";
  3272. explosionShielding = 1;
  3273. material = -1;
  3274. minimalHit = 0.01;
  3275. name = "legs";
  3276. passThrough = 1;
  3277. radius = 0.14;
  3278. visual = "injury_legs";
  3279. };
  3280. class Incapacitated
  3281. {
  3282. armor = 1000;
  3283. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3284. explosionShielding = 1;
  3285. material = -1;
  3286. minimalHit = 0;
  3287. name = "body";
  3288. passThrough = 1;
  3289. radius = 0;
  3290. visual = "";
  3291. };
  3292. };
  3293. };
  3294. class SWOP_Reb_f_WB_F: O_Soldier_base_F
  3295. {
  3296. htMax = 1800;
  3297. htMin = 60;
  3298. class HitPoints
  3299. {
  3300. class HitFace
  3301. {
  3302. armor = 1;
  3303. explosionShielding = 0.1;
  3304. material = -1;
  3305. minimalHit = 0.01;
  3306. name = "face_hub";
  3307. passThrough = 0.8;
  3308. radius = 0.08;
  3309. };
  3310. class HitNeck: HitFace
  3311. {
  3312. armor = 1;
  3313. explosionShielding = 0.5;
  3314. material = -1;
  3315. minimalHit = 0.01;
  3316. name = "neck";
  3317. passThrough = 0.8;
  3318. radius = 0.1;
  3319. };
  3320. class HitHead: HitNeck
  3321. {
  3322. armor = 1;
  3323. depends = "HitFace max HitNeck";
  3324. explosionShielding = 0.5;
  3325. material = -1;
  3326. minimalHit = 0.01;
  3327. name = "head";
  3328. passThrough = 0.8;
  3329. radius = 0.2;
  3330. };
  3331. class HitPelvis
  3332. {
  3333. armor = 6;
  3334. depends = "0";
  3335. explosionShielding = 1;
  3336. material = -1;
  3337. minimalHit = 0.01;
  3338. name = "pelvis";
  3339. passThrough = 0.8;
  3340. radius = 0.24;
  3341. visual = "injury_body";
  3342. };
  3343. class HitAbdomen: HitPelvis
  3344. {
  3345. armor = 1;
  3346. depends = "0";
  3347. explosionShielding = 1;
  3348. material = -1;
  3349. minimalHit = 0.01;
  3350. name = "spine1";
  3351. passThrough = 0.8;
  3352. radius = 0.16;
  3353. visual = "injury_body";
  3354. };
  3355. class HitDiaphragm: HitAbdomen
  3356. {
  3357. armor = 1;
  3358. depends = "0";
  3359. explosionShielding = 6;
  3360. material = -1;
  3361. minimalHit = 0.01;
  3362. name = "spine2";
  3363. passThrough = 0.8;
  3364. radius = 0.18;
  3365. visual = "injury_body";
  3366. };
  3367. class HitChest: HitDiaphragm
  3368. {
  3369. armor = 1;
  3370. depends = "0";
  3371. explosionShielding = 6;
  3372. material = -1;
  3373. minimalHit = 0.01;
  3374. name = "spine3";
  3375. passThrough = 0.8;
  3376. radius = 0.18;
  3377. visual = "injury_body";
  3378. };
  3379. class HitBody: HitChest
  3380. {
  3381. armor = 1000;
  3382. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3383. explosionShielding = 6;
  3384. material = -1;
  3385. minimalHit = 0.01;
  3386. name = "body";
  3387. passThrough = 1;
  3388. radius = 0;
  3389. visual = "injury_body";
  3390. };
  3391. class HitArms
  3392. {
  3393. armor = 3;
  3394. depends = "0";
  3395. explosionShielding = 1;
  3396. material = -1;
  3397. minimalHit = 0.01;
  3398. name = "arms";
  3399. passThrough = 1;
  3400. radius = 0.1;
  3401. visual = "injury_hands";
  3402. };
  3403. class HitHands: HitArms
  3404. {
  3405. armor = 3;
  3406. depends = "HitArms";
  3407. explosionShielding = 1;
  3408. material = -1;
  3409. minimalHit = 0.01;
  3410. name = "hands";
  3411. passThrough = 1;
  3412. radius = 0.1;
  3413. visual = "injury_hands";
  3414. };
  3415. class HitLegs
  3416. {
  3417. armor = 3;
  3418. depends = "0";
  3419. explosionShielding = 1;
  3420. material = -1;
  3421. minimalHit = 0.01;
  3422. name = "legs";
  3423. passThrough = 1;
  3424. radius = 0.14;
  3425. visual = "injury_legs";
  3426. };
  3427. class Incapacitated
  3428. {
  3429. armor = 1000;
  3430. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3431. explosionShielding = 1;
  3432. material = -1;
  3433. minimalHit = 0;
  3434. name = "body";
  3435. passThrough = 1;
  3436. radius = 0;
  3437. visual = "";
  3438. };
  3439. };
  3440. };
  3441. class SWOP_RebU_F: O_Soldier_base_F
  3442. {
  3443. htMax = 1800;
  3444. htMin = 60;
  3445. class HitPoints
  3446. {
  3447. class HitFace
  3448. {
  3449. armor = 1;
  3450. explosionShielding = 0.1;
  3451. material = -1;
  3452. minimalHit = 0.01;
  3453. name = "face_hub";
  3454. passThrough = 0.8;
  3455. radius = 0.08;
  3456. };
  3457. class HitNeck: HitFace
  3458. {
  3459. armor = 1;
  3460. explosionShielding = 0.5;
  3461. material = -1;
  3462. minimalHit = 0.01;
  3463. name = "neck";
  3464. passThrough = 0.8;
  3465. radius = 0.1;
  3466. };
  3467. class HitHead: HitNeck
  3468. {
  3469. armor = 1;
  3470. depends = "HitFace max HitNeck";
  3471. explosionShielding = 0.5;
  3472. material = -1;
  3473. minimalHit = 0.01;
  3474. name = "head";
  3475. passThrough = 0.8;
  3476. radius = 0.2;
  3477. };
  3478. class HitPelvis
  3479. {
  3480. armor = 6;
  3481. depends = "0";
  3482. explosionShielding = 1;
  3483. material = -1;
  3484. minimalHit = 0.01;
  3485. name = "pelvis";
  3486. passThrough = 0.8;
  3487. radius = 0.24;
  3488. visual = "injury_body";
  3489. };
  3490. class HitAbdomen: HitPelvis
  3491. {
  3492. armor = 1;
  3493. depends = "0";
  3494. explosionShielding = 1;
  3495. material = -1;
  3496. minimalHit = 0.01;
  3497. name = "spine1";
  3498. passThrough = 0.8;
  3499. radius = 0.16;
  3500. visual = "injury_body";
  3501. };
  3502. class HitDiaphragm: HitAbdomen
  3503. {
  3504. armor = 1;
  3505. depends = "0";
  3506. explosionShielding = 6;
  3507. material = -1;
  3508. minimalHit = 0.01;
  3509. name = "spine2";
  3510. passThrough = 0.8;
  3511. radius = 0.18;
  3512. visual = "injury_body";
  3513. };
  3514. class HitChest: HitDiaphragm
  3515. {
  3516. armor = 1;
  3517. depends = "0";
  3518. explosionShielding = 6;
  3519. material = -1;
  3520. minimalHit = 0.01;
  3521. name = "spine3";
  3522. passThrough = 0.8;
  3523. radius = 0.18;
  3524. visual = "injury_body";
  3525. };
  3526. class HitBody: HitChest
  3527. {
  3528. armor = 1000;
  3529. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3530. explosionShielding = 6;
  3531. material = -1;
  3532. minimalHit = 0.01;
  3533. name = "body";
  3534. passThrough = 1;
  3535. radius = 0;
  3536. visual = "injury_body";
  3537. };
  3538. class HitArms
  3539. {
  3540. armor = 3;
  3541. depends = "0";
  3542. explosionShielding = 1;
  3543. material = -1;
  3544. minimalHit = 0.01;
  3545. name = "arms";
  3546. passThrough = 1;
  3547. radius = 0.1;
  3548. visual = "injury_hands";
  3549. };
  3550. class HitHands: HitArms
  3551. {
  3552. armor = 3;
  3553. depends = "HitArms";
  3554. explosionShielding = 1;
  3555. material = -1;
  3556. minimalHit = 0.01;
  3557. name = "hands";
  3558. passThrough = 1;
  3559. radius = 0.1;
  3560. visual = "injury_hands";
  3561. };
  3562. class HitLegs
  3563. {
  3564. armor = 3;
  3565. depends = "0";
  3566. explosionShielding = 1;
  3567. material = -1;
  3568. minimalHit = 0.01;
  3569. name = "legs";
  3570. passThrough = 1;
  3571. radius = 0.14;
  3572. visual = "injury_legs";
  3573. };
  3574. class Incapacitated
  3575. {
  3576. armor = 1000;
  3577. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3578. explosionShielding = 1;
  3579. material = -1;
  3580. minimalHit = 0;
  3581. name = "body";
  3582. passThrough = 1;
  3583. radius = 0;
  3584. visual = "";
  3585. };
  3586. };
  3587. };
  3588. class SWOP_RebT_F: O_Soldier_base_F
  3589. {
  3590. htMax = 1800;
  3591. htMin = 60;
  3592. class HitPoints
  3593. {
  3594. class HitFace
  3595. {
  3596. armor = 1;
  3597. explosionShielding = 0.1;
  3598. material = -1;
  3599. minimalHit = 0.01;
  3600. name = "face_hub";
  3601. passThrough = 0.8;
  3602. radius = 0.08;
  3603. };
  3604. class HitNeck: HitFace
  3605. {
  3606. armor = 1;
  3607. explosionShielding = 0.5;
  3608. material = -1;
  3609. minimalHit = 0.01;
  3610. name = "neck";
  3611. passThrough = 0.8;
  3612. radius = 0.1;
  3613. };
  3614. class HitHead: HitNeck
  3615. {
  3616. armor = 1;
  3617. depends = "HitFace max HitNeck";
  3618. explosionShielding = 0.5;
  3619. material = -1;
  3620. minimalHit = 0.01;
  3621. name = "head";
  3622. passThrough = 0.8;
  3623. radius = 0.2;
  3624. };
  3625. class HitPelvis
  3626. {
  3627. armor = 6;
  3628. depends = "0";
  3629. explosionShielding = 1;
  3630. material = -1;
  3631. minimalHit = 0.01;
  3632. name = "pelvis";
  3633. passThrough = 0.8;
  3634. radius = 0.24;
  3635. visual = "injury_body";
  3636. };
  3637. class HitAbdomen: HitPelvis
  3638. {
  3639. armor = 1;
  3640. depends = "0";
  3641. explosionShielding = 1;
  3642. material = -1;
  3643. minimalHit = 0.01;
  3644. name = "spine1";
  3645. passThrough = 0.8;
  3646. radius = 0.16;
  3647. visual = "injury_body";
  3648. };
  3649. class HitDiaphragm: HitAbdomen
  3650. {
  3651. armor = 1;
  3652. depends = "0";
  3653. explosionShielding = 6;
  3654. material = -1;
  3655. minimalHit = 0.01;
  3656. name = "spine2";
  3657. passThrough = 0.8;
  3658. radius = 0.18;
  3659. visual = "injury_body";
  3660. };
  3661. class HitChest: HitDiaphragm
  3662. {
  3663. armor = 1;
  3664. depends = "0";
  3665. explosionShielding = 6;
  3666. material = -1;
  3667. minimalHit = 0.01;
  3668. name = "spine3";
  3669. passThrough = 0.8;
  3670. radius = 0.18;
  3671. visual = "injury_body";
  3672. };
  3673. class HitBody: HitChest
  3674. {
  3675. armor = 1000;
  3676. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3677. explosionShielding = 6;
  3678. material = -1;
  3679. minimalHit = 0.01;
  3680. name = "body";
  3681. passThrough = 1;
  3682. radius = 0;
  3683. visual = "injury_body";
  3684. };
  3685. class HitArms
  3686. {
  3687. armor = 3;
  3688. depends = "0";
  3689. explosionShielding = 1;
  3690. material = -1;
  3691. minimalHit = 0.01;
  3692. name = "arms";
  3693. passThrough = 1;
  3694. radius = 0.1;
  3695. visual = "injury_hands";
  3696. };
  3697. class HitHands: HitArms
  3698. {
  3699. armor = 3;
  3700. depends = "HitArms";
  3701. explosionShielding = 1;
  3702. material = -1;
  3703. minimalHit = 0.01;
  3704. name = "hands";
  3705. passThrough = 1;
  3706. radius = 0.1;
  3707. visual = "injury_hands";
  3708. };
  3709. class HitLegs
  3710. {
  3711. armor = 3;
  3712. depends = "0";
  3713. explosionShielding = 1;
  3714. material = -1;
  3715. minimalHit = 0.01;
  3716. name = "legs";
  3717. passThrough = 1;
  3718. radius = 0.14;
  3719. visual = "injury_legs";
  3720. };
  3721. class Incapacitated
  3722. {
  3723. armor = 1000;
  3724. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3725. explosionShielding = 1;
  3726. material = -1;
  3727. minimalHit = 0;
  3728. name = "body";
  3729. passThrough = 1;
  3730. radius = 0;
  3731. visual = "";
  3732. };
  3733. };
  3734. };
  3735. class SWOP_RebSc_Bl: O_Soldier_base_F
  3736. {
  3737. htMax = 1800;
  3738. htMin = 60;
  3739. class HitPoints
  3740. {
  3741. class HitFace
  3742. {
  3743. armor = 1;
  3744. explosionShielding = 0.1;
  3745. material = -1;
  3746. minimalHit = 0.01;
  3747. name = "face_hub";
  3748. passThrough = 0.8;
  3749. radius = 0.08;
  3750. };
  3751. class HitNeck: HitFace
  3752. {
  3753. armor = 1;
  3754. explosionShielding = 0.5;
  3755. material = -1;
  3756. minimalHit = 0.01;
  3757. name = "neck";
  3758. passThrough = 0.8;
  3759. radius = 0.1;
  3760. };
  3761. class HitHead: HitNeck
  3762. {
  3763. armor = 1;
  3764. depends = "HitFace max HitNeck";
  3765. explosionShielding = 0.5;
  3766. material = -1;
  3767. minimalHit = 0.01;
  3768. name = "head";
  3769. passThrough = 0.8;
  3770. radius = 0.2;
  3771. };
  3772. class HitPelvis
  3773. {
  3774. armor = 6;
  3775. depends = "0";
  3776. explosionShielding = 1;
  3777. material = -1;
  3778. minimalHit = 0.01;
  3779. name = "pelvis";
  3780. passThrough = 0.8;
  3781. radius = 0.24;
  3782. visual = "injury_body";
  3783. };
  3784. class HitAbdomen: HitPelvis
  3785. {
  3786. armor = 1;
  3787. depends = "0";
  3788. explosionShielding = 1;
  3789. material = -1;
  3790. minimalHit = 0.01;
  3791. name = "spine1";
  3792. passThrough = 0.8;
  3793. radius = 0.16;
  3794. visual = "injury_body";
  3795. };
  3796. class HitDiaphragm: HitAbdomen
  3797. {
  3798. armor = 1;
  3799. depends = "0";
  3800. explosionShielding = 6;
  3801. material = -1;
  3802. minimalHit = 0.01;
  3803. name = "spine2";
  3804. passThrough = 0.8;
  3805. radius = 0.18;
  3806. visual = "injury_body";
  3807. };
  3808. class HitChest: HitDiaphragm
  3809. {
  3810. armor = 1;
  3811. depends = "0";
  3812. explosionShielding = 6;
  3813. material = -1;
  3814. minimalHit = 0.01;
  3815. name = "spine3";
  3816. passThrough = 0.8;
  3817. radius = 0.18;
  3818. visual = "injury_body";
  3819. };
  3820. class HitBody: HitChest
  3821. {
  3822. armor = 1000;
  3823. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3824. explosionShielding = 6;
  3825. material = -1;
  3826. minimalHit = 0.01;
  3827. name = "body";
  3828. passThrough = 1;
  3829. radius = 0;
  3830. visual = "injury_body";
  3831. };
  3832. class HitArms
  3833. {
  3834. armor = 3;
  3835. depends = "0";
  3836. explosionShielding = 1;
  3837. material = -1;
  3838. minimalHit = 0.01;
  3839. name = "arms";
  3840. passThrough = 1;
  3841. radius = 0.1;
  3842. visual = "injury_hands";
  3843. };
  3844. class HitHands: HitArms
  3845. {
  3846. armor = 3;
  3847. depends = "HitArms";
  3848. explosionShielding = 1;
  3849. material = -1;
  3850. minimalHit = 0.01;
  3851. name = "hands";
  3852. passThrough = 1;
  3853. radius = 0.1;
  3854. visual = "injury_hands";
  3855. };
  3856. class HitLegs
  3857. {
  3858. armor = 3;
  3859. depends = "0";
  3860. explosionShielding = 1;
  3861. material = -1;
  3862. minimalHit = 0.01;
  3863. name = "legs";
  3864. passThrough = 1;
  3865. radius = 0.14;
  3866. visual = "injury_legs";
  3867. };
  3868. class Incapacitated
  3869. {
  3870. armor = 1000;
  3871. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3872. explosionShielding = 1;
  3873. material = -1;
  3874. minimalHit = 0;
  3875. name = "body";
  3876. passThrough = 1;
  3877. radius = 0;
  3878. visual = "";
  3879. };
  3880. };
  3881. };
  3882. class SWOP_RebSc_B: O_Soldier_base_F
  3883. {
  3884. htMax = 1800;
  3885. htMin = 60;
  3886. class HitPoints
  3887. {
  3888. class HitFace
  3889. {
  3890. armor = 1;
  3891. explosionShielding = 0.1;
  3892. material = -1;
  3893. minimalHit = 0.01;
  3894. name = "face_hub";
  3895. passThrough = 0.8;
  3896. radius = 0.08;
  3897. };
  3898. class HitNeck: HitFace
  3899. {
  3900. armor = 1;
  3901. explosionShielding = 0.5;
  3902. material = -1;
  3903. minimalHit = 0.01;
  3904. name = "neck";
  3905. passThrough = 0.8;
  3906. radius = 0.1;
  3907. };
  3908. class HitHead: HitNeck
  3909. {
  3910. armor = 1;
  3911. depends = "HitFace max HitNeck";
  3912. explosionShielding = 0.5;
  3913. material = -1;
  3914. minimalHit = 0.01;
  3915. name = "head";
  3916. passThrough = 0.8;
  3917. radius = 0.2;
  3918. };
  3919. class HitPelvis
  3920. {
  3921. armor = 6;
  3922. depends = "0";
  3923. explosionShielding = 1;
  3924. material = -1;
  3925. minimalHit = 0.01;
  3926. name = "pelvis";
  3927. passThrough = 0.8;
  3928. radius = 0.24;
  3929. visual = "injury_body";
  3930. };
  3931. class HitAbdomen: HitPelvis
  3932. {
  3933. armor = 1;
  3934. depends = "0";
  3935. explosionShielding = 1;
  3936. material = -1;
  3937. minimalHit = 0.01;
  3938. name = "spine1";
  3939. passThrough = 0.8;
  3940. radius = 0.16;
  3941. visual = "injury_body";
  3942. };
  3943. class HitDiaphragm: HitAbdomen
  3944. {
  3945. armor = 1;
  3946. depends = "0";
  3947. explosionShielding = 6;
  3948. material = -1;
  3949. minimalHit = 0.01;
  3950. name = "spine2";
  3951. passThrough = 0.8;
  3952. radius = 0.18;
  3953. visual = "injury_body";
  3954. };
  3955. class HitChest: HitDiaphragm
  3956. {
  3957. armor = 1;
  3958. depends = "0";
  3959. explosionShielding = 6;
  3960. material = -1;
  3961. minimalHit = 0.01;
  3962. name = "spine3";
  3963. passThrough = 0.8;
  3964. radius = 0.18;
  3965. visual = "injury_body";
  3966. };
  3967. class HitBody: HitChest
  3968. {
  3969. armor = 1000;
  3970. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3971. explosionShielding = 6;
  3972. material = -1;
  3973. minimalHit = 0.01;
  3974. name = "body";
  3975. passThrough = 1;
  3976. radius = 0;
  3977. visual = "injury_body";
  3978. };
  3979. class HitArms
  3980. {
  3981. armor = 3;
  3982. depends = "0";
  3983. explosionShielding = 1;
  3984. material = -1;
  3985. minimalHit = 0.01;
  3986. name = "arms";
  3987. passThrough = 1;
  3988. radius = 0.1;
  3989. visual = "injury_hands";
  3990. };
  3991. class HitHands: HitArms
  3992. {
  3993. armor = 3;
  3994. depends = "HitArms";
  3995. explosionShielding = 1;
  3996. material = -1;
  3997. minimalHit = 0.01;
  3998. name = "hands";
  3999. passThrough = 1;
  4000. radius = 0.1;
  4001. visual = "injury_hands";
  4002. };
  4003. class HitLegs
  4004. {
  4005. armor = 3;
  4006. depends = "0";
  4007. explosionShielding = 1;
  4008. material = -1;
  4009. minimalHit = 0.01;
  4010. name = "legs";
  4011. passThrough = 1;
  4012. radius = 0.14;
  4013. visual = "injury_legs";
  4014. };
  4015. class Incapacitated
  4016. {
  4017. armor = 1000;
  4018. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4019. explosionShielding = 1;
  4020. material = -1;
  4021. minimalHit = 0;
  4022. name = "body";
  4023. passThrough = 1;
  4024. radius = 0;
  4025. visual = "";
  4026. };
  4027. };
  4028. };
  4029. class SWOP_RebS_F: O_Soldier_base_F
  4030. {
  4031. htMax = 1800;
  4032. htMin = 60;
  4033. class HitPoints
  4034. {
  4035. class HitFace
  4036. {
  4037. armor = 1;
  4038. explosionShielding = 0.1;
  4039. material = -1;
  4040. minimalHit = 0.01;
  4041. name = "face_hub";
  4042. passThrough = 0.8;
  4043. radius = 0.08;
  4044. };
  4045. class HitNeck: HitFace
  4046. {
  4047. armor = 1;
  4048. explosionShielding = 0.5;
  4049. material = -1;
  4050. minimalHit = 0.01;
  4051. name = "neck";
  4052. passThrough = 0.8;
  4053. radius = 0.1;
  4054. };
  4055. class HitHead: HitNeck
  4056. {
  4057. armor = 1;
  4058. depends = "HitFace max HitNeck";
  4059. explosionShielding = 0.5;
  4060. material = -1;
  4061. minimalHit = 0.01;
  4062. name = "head";
  4063. passThrough = 0.8;
  4064. radius = 0.2;
  4065. };
  4066. class HitPelvis
  4067. {
  4068. armor = 6;
  4069. depends = "0";
  4070. explosionShielding = 1;
  4071. material = -1;
  4072. minimalHit = 0.01;
  4073. name = "pelvis";
  4074. passThrough = 0.8;
  4075. radius = 0.24;
  4076. visual = "injury_body";
  4077. };
  4078. class HitAbdomen: HitPelvis
  4079. {
  4080. armor = 1;
  4081. depends = "0";
  4082. explosionShielding = 1;
  4083. material = -1;
  4084. minimalHit = 0.01;
  4085. name = "spine1";
  4086. passThrough = 0.8;
  4087. radius = 0.16;
  4088. visual = "injury_body";
  4089. };
  4090. class HitDiaphragm: HitAbdomen
  4091. {
  4092. armor = 1;
  4093. depends = "0";
  4094. explosionShielding = 6;
  4095. material = -1;
  4096. minimalHit = 0.01;
  4097. name = "spine2";
  4098. passThrough = 0.8;
  4099. radius = 0.18;
  4100. visual = "injury_body";
  4101. };
  4102. class HitChest: HitDiaphragm
  4103. {
  4104. armor = 1;
  4105. depends = "0";
  4106. explosionShielding = 6;
  4107. material = -1;
  4108. minimalHit = 0.01;
  4109. name = "spine3";
  4110. passThrough = 0.8;
  4111. radius = 0.18;
  4112. visual = "injury_body";
  4113. };
  4114. class HitBody: HitChest
  4115. {
  4116. armor = 1000;
  4117. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4118. explosionShielding = 6;
  4119. material = -1;
  4120. minimalHit = 0.01;
  4121. name = "body";
  4122. passThrough = 1;
  4123. radius = 0;
  4124. visual = "injury_body";
  4125. };
  4126. class HitArms
  4127. {
  4128. armor = 3;
  4129. depends = "0";
  4130. explosionShielding = 1;
  4131. material = -1;
  4132. minimalHit = 0.01;
  4133. name = "arms";
  4134. passThrough = 1;
  4135. radius = 0.1;
  4136. visual = "injury_hands";
  4137. };
  4138. class HitHands: HitArms
  4139. {
  4140. armor = 3;
  4141. depends = "HitArms";
  4142. explosionShielding = 1;
  4143. material = -1;
  4144. minimalHit = 0.01;
  4145. name = "hands";
  4146. passThrough = 1;
  4147. radius = 0.1;
  4148. visual = "injury_hands";
  4149. };
  4150. class HitLegs
  4151. {
  4152. armor = 3;
  4153. depends = "0";
  4154. explosionShielding = 1;
  4155. material = -1;
  4156. minimalHit = 0.01;
  4157. name = "legs";
  4158. passThrough = 1;
  4159. radius = 0.14;
  4160. visual = "injury_legs";
  4161. };
  4162. class Incapacitated
  4163. {
  4164. armor = 1000;
  4165. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4166. explosionShielding = 1;
  4167. material = -1;
  4168. minimalHit = 0;
  4169. name = "body";
  4170. passThrough = 1;
  4171. radius = 0;
  4172. visual = "";
  4173. };
  4174. };
  4175. };
  4176. class SWOP_Resistance_HeavyUnif_Brown_F: O_Soldier_base_F
  4177. {
  4178. htMax = 1800;
  4179. htMin = 60;
  4180. class HitPoints
  4181. {
  4182. class HitFace
  4183. {
  4184. armor = 1;
  4185. explosionShielding = 0.1;
  4186. material = -1;
  4187. minimalHit = 0.01;
  4188. name = "face_hub";
  4189. passThrough = 0.8;
  4190. radius = 0.08;
  4191. };
  4192. class HitNeck: HitFace
  4193. {
  4194. armor = 1;
  4195. explosionShielding = 0.5;
  4196. material = -1;
  4197. minimalHit = 0.01;
  4198. name = "neck";
  4199. passThrough = 0.8;
  4200. radius = 0.1;
  4201. };
  4202. class HitHead: HitNeck
  4203. {
  4204. armor = 1;
  4205. depends = "HitFace max HitNeck";
  4206. explosionShielding = 0.5;
  4207. material = -1;
  4208. minimalHit = 0.01;
  4209. name = "head";
  4210. passThrough = 0.8;
  4211. radius = 0.2;
  4212. };
  4213. class HitPelvis
  4214. {
  4215. armor = 6;
  4216. depends = "0";
  4217. explosionShielding = 1;
  4218. material = -1;
  4219. minimalHit = 0.01;
  4220. name = "pelvis";
  4221. passThrough = 0.8;
  4222. radius = 0.24;
  4223. visual = "injury_body";
  4224. };
  4225. class HitAbdomen: HitPelvis
  4226. {
  4227. armor = 1;
  4228. depends = "0";
  4229. explosionShielding = 1;
  4230. material = -1;
  4231. minimalHit = 0.01;
  4232. name = "spine1";
  4233. passThrough = 0.8;
  4234. radius = 0.16;
  4235. visual = "injury_body";
  4236. };
  4237. class HitDiaphragm: HitAbdomen
  4238. {
  4239. armor = 1;
  4240. depends = "0";
  4241. explosionShielding = 6;
  4242. material = -1;
  4243. minimalHit = 0.01;
  4244. name = "spine2";
  4245. passThrough = 0.8;
  4246. radius = 0.18;
  4247. visual = "injury_body";
  4248. };
  4249. class HitChest: HitDiaphragm
  4250. {
  4251. armor = 1;
  4252. depends = "0";
  4253. explosionShielding = 6;
  4254. material = -1;
  4255. minimalHit = 0.01;
  4256. name = "spine3";
  4257. passThrough = 0.8;
  4258. radius = 0.18;
  4259. visual = "injury_body";
  4260. };
  4261. class HitBody: HitChest
  4262. {
  4263. armor = 1000;
  4264. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4265. explosionShielding = 6;
  4266. material = -1;
  4267. minimalHit = 0.01;
  4268. name = "body";
  4269. passThrough = 1;
  4270. radius = 0;
  4271. visual = "injury_body";
  4272. };
  4273. class HitArms
  4274. {
  4275. armor = 3;
  4276. depends = "0";
  4277. explosionShielding = 1;
  4278. material = -1;
  4279. minimalHit = 0.01;
  4280. name = "arms";
  4281. passThrough = 1;
  4282. radius = 0.1;
  4283. visual = "injury_hands";
  4284. };
  4285. class HitHands: HitArms
  4286. {
  4287. armor = 3;
  4288. depends = "HitArms";
  4289. explosionShielding = 1;
  4290. material = -1;
  4291. minimalHit = 0.01;
  4292. name = "hands";
  4293. passThrough = 1;
  4294. radius = 0.1;
  4295. visual = "injury_hands";
  4296. };
  4297. class HitLegs
  4298. {
  4299. armor = 3;
  4300. depends = "0";
  4301. explosionShielding = 1;
  4302. material = -1;
  4303. minimalHit = 0.01;
  4304. name = "legs";
  4305. passThrough = 1;
  4306. radius = 0.14;
  4307. visual = "injury_legs";
  4308. };
  4309. class Incapacitated
  4310. {
  4311. armor = 1000;
  4312. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4313. explosionShielding = 1;
  4314. material = -1;
  4315. minimalHit = 0;
  4316. name = "body";
  4317. passThrough = 1;
  4318. radius = 0;
  4319. visual = "";
  4320. };
  4321. };
  4322. };
  4323. class SWOP_Resistance_HeavyUnif_KhakiR_F: O_Soldier_base_F
  4324. {
  4325. htMax = 1800;
  4326. htMin = 60;
  4327. class HitPoints
  4328. {
  4329. class HitFace
  4330. {
  4331. armor = 1;
  4332. explosionShielding = 0.1;
  4333. material = -1;
  4334. minimalHit = 0.01;
  4335. name = "face_hub";
  4336. passThrough = 0.8;
  4337. radius = 0.08;
  4338. };
  4339. class HitNeck: HitFace
  4340. {
  4341. armor = 1;
  4342. explosionShielding = 0.5;
  4343. material = -1;
  4344. minimalHit = 0.01;
  4345. name = "neck";
  4346. passThrough = 0.8;
  4347. radius = 0.1;
  4348. };
  4349. class HitHead: HitNeck
  4350. {
  4351. armor = 1;
  4352. depends = "HitFace max HitNeck";
  4353. explosionShielding = 0.5;
  4354. material = -1;
  4355. minimalHit = 0.01;
  4356. name = "head";
  4357. passThrough = 0.8;
  4358. radius = 0.2;
  4359. };
  4360. class HitPelvis
  4361. {
  4362. armor = 6;
  4363. depends = "0";
  4364. explosionShielding = 1;
  4365. material = -1;
  4366. minimalHit = 0.01;
  4367. name = "pelvis";
  4368. passThrough = 0.8;
  4369. radius = 0.24;
  4370. visual = "injury_body";
  4371. };
  4372. class HitAbdomen: HitPelvis
  4373. {
  4374. armor = 1;
  4375. depends = "0";
  4376. explosionShielding = 1;
  4377. material = -1;
  4378. minimalHit = 0.01;
  4379. name = "spine1";
  4380. passThrough = 0.8;
  4381. radius = 0.16;
  4382. visual = "injury_body";
  4383. };
  4384. class HitDiaphragm: HitAbdomen
  4385. {
  4386. armor = 1;
  4387. depends = "0";
  4388. explosionShielding = 6;
  4389. material = -1;
  4390. minimalHit = 0.01;
  4391. name = "spine2";
  4392. passThrough = 0.8;
  4393. radius = 0.18;
  4394. visual = "injury_body";
  4395. };
  4396. class HitChest: HitDiaphragm
  4397. {
  4398. armor = 1;
  4399. depends = "0";
  4400. explosionShielding = 6;
  4401. material = -1;
  4402. minimalHit = 0.01;
  4403. name = "spine3";
  4404. passThrough = 0.8;
  4405. radius = 0.18;
  4406. visual = "injury_body";
  4407. };
  4408. class HitBody: HitChest
  4409. {
  4410. armor = 1000;
  4411. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4412. explosionShielding = 6;
  4413. material = -1;
  4414. minimalHit = 0.01;
  4415. name = "body";
  4416. passThrough = 1;
  4417. radius = 0;
  4418. visual = "injury_body";
  4419. };
  4420. class HitArms
  4421. {
  4422. armor = 3;
  4423. depends = "0";
  4424. explosionShielding = 1;
  4425. material = -1;
  4426. minimalHit = 0.01;
  4427. name = "arms";
  4428. passThrough = 1;
  4429. radius = 0.1;
  4430. visual = "injury_hands";
  4431. };
  4432. class HitHands: HitArms
  4433. {
  4434. armor = 3;
  4435. depends = "HitArms";
  4436. explosionShielding = 1;
  4437. material = -1;
  4438. minimalHit = 0.01;
  4439. name = "hands";
  4440. passThrough = 1;
  4441. radius = 0.1;
  4442. visual = "injury_hands";
  4443. };
  4444. class HitLegs
  4445. {
  4446. armor = 3;
  4447. depends = "0";
  4448. explosionShielding = 1;
  4449. material = -1;
  4450. minimalHit = 0.01;
  4451. name = "legs";
  4452. passThrough = 1;
  4453. radius = 0.14;
  4454. visual = "injury_legs";
  4455. };
  4456. class Incapacitated
  4457. {
  4458. armor = 1000;
  4459. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4460. explosionShielding = 1;
  4461. material = -1;
  4462. minimalHit = 0;
  4463. name = "body";
  4464. passThrough = 1;
  4465. radius = 0;
  4466. visual = "";
  4467. };
  4468. };
  4469. };
  4470. class SWOP_Resistance_unif_beigeB_F: O_Soldier_base_F
  4471. {
  4472. htMax = 1800;
  4473. htMin = 60;
  4474. class HitPoints
  4475. {
  4476. class HitFace
  4477. {
  4478. armor = 1;
  4479. explosionShielding = 0.1;
  4480. material = -1;
  4481. minimalHit = 0.01;
  4482. name = "face_hub";
  4483. passThrough = 0.8;
  4484. radius = 0.08;
  4485. };
  4486. class HitNeck: HitFace
  4487. {
  4488. armor = 1;
  4489. explosionShielding = 0.5;
  4490. material = -1;
  4491. minimalHit = 0.01;
  4492. name = "neck";
  4493. passThrough = 0.8;
  4494. radius = 0.1;
  4495. };
  4496. class HitHead: HitNeck
  4497. {
  4498. armor = 1;
  4499. depends = "HitFace max HitNeck";
  4500. explosionShielding = 0.5;
  4501. material = -1;
  4502. minimalHit = 0.01;
  4503. name = "head";
  4504. passThrough = 0.8;
  4505. radius = 0.2;
  4506. };
  4507. class HitPelvis
  4508. {
  4509. armor = 6;
  4510. depends = "0";
  4511. explosionShielding = 1;
  4512. material = -1;
  4513. minimalHit = 0.01;
  4514. name = "pelvis";
  4515. passThrough = 0.8;
  4516. radius = 0.24;
  4517. visual = "injury_body";
  4518. };
  4519. class HitAbdomen: HitPelvis
  4520. {
  4521. armor = 1;
  4522. depends = "0";
  4523. explosionShielding = 1;
  4524. material = -1;
  4525. minimalHit = 0.01;
  4526. name = "spine1";
  4527. passThrough = 0.8;
  4528. radius = 0.16;
  4529. visual = "injury_body";
  4530. };
  4531. class HitDiaphragm: HitAbdomen
  4532. {
  4533. armor = 1;
  4534. depends = "0";
  4535. explosionShielding = 6;
  4536. material = -1;
  4537. minimalHit = 0.01;
  4538. name = "spine2";
  4539. passThrough = 0.8;
  4540. radius = 0.18;
  4541. visual = "injury_body";
  4542. };
  4543. class HitChest: HitDiaphragm
  4544. {
  4545. armor = 1;
  4546. depends = "0";
  4547. explosionShielding = 6;
  4548. material = -1;
  4549. minimalHit = 0.01;
  4550. name = "spine3";
  4551. passThrough = 0.8;
  4552. radius = 0.18;
  4553. visual = "injury_body";
  4554. };
  4555. class HitBody: HitChest
  4556. {
  4557. armor = 1000;
  4558. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4559. explosionShielding = 6;
  4560. material = -1;
  4561. minimalHit = 0.01;
  4562. name = "body";
  4563. passThrough = 1;
  4564. radius = 0;
  4565. visual = "injury_body";
  4566. };
  4567. class HitArms
  4568. {
  4569. armor = 3;
  4570. depends = "0";
  4571. explosionShielding = 1;
  4572. material = -1;
  4573. minimalHit = 0.01;
  4574. name = "arms";
  4575. passThrough = 1;
  4576. radius = 0.1;
  4577. visual = "injury_hands";
  4578. };
  4579. class HitHands: HitArms
  4580. {
  4581. armor = 3;
  4582. depends = "HitArms";
  4583. explosionShielding = 1;
  4584. material = -1;
  4585. minimalHit = 0.01;
  4586. name = "hands";
  4587. passThrough = 1;
  4588. radius = 0.1;
  4589. visual = "injury_hands";
  4590. };
  4591. class HitLegs
  4592. {
  4593. armor = 3;
  4594. depends = "0";
  4595. explosionShielding = 1;
  4596. material = -1;
  4597. minimalHit = 0.01;
  4598. name = "legs";
  4599. passThrough = 1;
  4600. radius = 0.14;
  4601. visual = "injury_legs";
  4602. };
  4603. class Incapacitated
  4604. {
  4605. armor = 1000;
  4606. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4607. explosionShielding = 1;
  4608. material = -1;
  4609. minimalHit = 0;
  4610. name = "body";
  4611. passThrough = 1;
  4612. radius = 0;
  4613. visual = "";
  4614. };
  4615. };
  4616. };
  4617. ///Infantry///
  4618. class macro_new_uniform_skin_class(501_inf,recruit): B_Soldier_f
  4619. {
  4620. author = "RD501";
  4621. scope = 1;
  4622. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4623. nakedUniform = "U_BasicBody";
  4624. hiddenSelections[] = {"Camo1","Camo2"};
  4625. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\recruit_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\recruit_armor_lower.paa};
  4626. hiddenSelectionsMaterials[]=
  4627. {
  4628. "MRC\JLTS\characters\CloneArmor\data\clone_armor1_clean.rvmat",
  4629. "MRC\JLTS\characters\CloneArmor\data\clone_armor2_clean.rvmat"
  4630. };
  4631. uniformClass= macro_new_uniform_class(501_inf,recruit);
  4632. class HitPoints: HitPoints
  4633. {
  4634. class HitFace
  4635. {
  4636. armor=1;
  4637. material=-1;
  4638. name="face_hub";
  4639. passThrough=0.80000001;
  4640. radius=0.079999998;
  4641. explosionShielding=0.1;
  4642. minimalHit=0.0099999998;
  4643. };
  4644. class HitNeck: HitFace
  4645. {
  4646. armor=1;
  4647. material=-1;
  4648. name="neck";
  4649. passThrough=0.80000001;
  4650. radius=0.1;
  4651. explosionShielding=0.5;
  4652. minimalHit=0.0099999998;
  4653. };
  4654. class HitHead: HitNeck
  4655. {
  4656. armor=1;
  4657. material=-1;
  4658. name="head";
  4659. passThrough=0.80000001;
  4660. radius=0.2;
  4661. explosionShielding=0.5;
  4662. minimalHit=0.0099999998;
  4663. depends="HitFace max HitNeck";
  4664. };
  4665. class HitPelvis: HitHead
  4666. {
  4667. armor=8;
  4668. material=-1;
  4669. name="pelvis";
  4670. passThrough=0.80000001;
  4671. radius=0.23999999;
  4672. explosionShielding=3;
  4673. visual="injury_body";
  4674. minimalHit=0.0099999998;
  4675. depends="";
  4676. };
  4677. class HitAbdomen: HitPelvis
  4678. {
  4679. armor=6;
  4680. material=-1;
  4681. name="spine1";
  4682. passThrough=0.80000001;
  4683. radius=0.16;
  4684. explosionShielding=3;
  4685. visual="injury_body";
  4686. minimalHit=0.0099999998;
  4687. };
  4688. class HitDiaphragm: HitAbdomen
  4689. {
  4690. armor=6;
  4691. material=-1;
  4692. name="spine2";
  4693. passThrough=0.33000001;
  4694. radius=0.18000001;
  4695. explosionShielding=6;
  4696. visual="injury_body";
  4697. minimalHit=0.0099999998;
  4698. };
  4699. class HitChest: HitDiaphragm
  4700. {
  4701. armor=8;
  4702. material=-1;
  4703. name="spine3";
  4704. passThrough="0.33000001radius = 0.18";
  4705. explosionShielding=6;
  4706. visual="injury_body";
  4707. minimalHit=0.0099999998;
  4708. };
  4709. class HitBody: HitChest
  4710. {
  4711. armor=1000;
  4712. material=-1;
  4713. name="body";
  4714. passThrough=1;
  4715. radius=0;
  4716. explosionShielding=6;
  4717. visual="injury_body";
  4718. minimalHit=0.0099999998;
  4719. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4720. };
  4721. class HitArms: HitBody
  4722. {
  4723. armor=6;
  4724. material=-1;
  4725. name="arms";
  4726. passThrough=1;
  4727. radius=0.1;
  4728. explosionShielding=3;
  4729. visual="injury_hands";
  4730. minimalHit=0.0099999998;
  4731. depends="0";
  4732. };
  4733. class HitHands: HitArms
  4734. {
  4735. armor=6;
  4736. material=-1;
  4737. name="hands";
  4738. passThrough=1;
  4739. radius=0.1;
  4740. explosionShielding=1;
  4741. visual="injury_hands";
  4742. minimalHit=0.0099999998;
  4743. depends="HitArms";
  4744. };
  4745. class HitLegs: HitHands
  4746. {
  4747. armor=6;
  4748. material=-1;
  4749. name="legs";
  4750. passThrough=1;
  4751. radius=0.14;
  4752. explosionShielding=3;
  4753. visual="injury_legs";
  4754. minimalHit=0.0099999998;
  4755. depends="0";
  4756. };
  4757. class Incapacitated: HitLegs
  4758. {
  4759. armor=1000;
  4760. material=-1;
  4761. name="body";
  4762. passThrough=1;
  4763. radius=0;
  4764. explosionShielding=3;
  4765. visual="";
  4766. minimalHit=0;
  4767. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4768. };
  4769. class HitLeftArm
  4770. {
  4771. armor=6;
  4772. material=-1;
  4773. name="hand_l";
  4774. passThrough=1;
  4775. radius=0.079999998;
  4776. explosionShielding=3;
  4777. visual="injury_hands";
  4778. minimalHit=0.0099999998;
  4779. };
  4780. class HitRightArm: HitLeftArm
  4781. {
  4782. name="hand_r";
  4783. };
  4784. class HitLeftLeg
  4785. {
  4786. armor=6;
  4787. material=-1;
  4788. name="leg_l";
  4789. passThrough=1;
  4790. radius=0.1;
  4791. explosionShielding=3;
  4792. visual="injury_legs";
  4793. minimalHit=0.0099999998;
  4794. };
  4795. class HitRightLeg: HitLeftLeg
  4796. {
  4797. name="leg_r";
  4798. };
  4799. };
  4800. armor=2;
  4801. armorStructural=4;
  4802. explosionShielding=0.40000001;
  4803. minTotalDamageThreshold=0.001;
  4804. impactDamageMultiplier=0.5;
  4805. };
  4806. class macro_new_uniform_skin_class(501_inf,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4807. {
  4808. author = "RD501";
  4809. scope = 1;
  4810. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4811. nakedUniform = "U_BasicBody";
  4812. hiddenSelections[] = {"Camo1","Camo2"};
  4813. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_Armor_Upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4814. };
  4815. class macro_new_uniform_skin_class(501_inf_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4816. {
  4817. author = "RD501";
  4818. scope = 1;
  4819. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4820. nakedUniform = "U_BasicBody";
  4821. hiddenSelections[] = {"Camo1","Camo2"};
  4822. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4823. };
  4824. class macro_new_uniform_skin_class(501_inf_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4825. {
  4826. author = "RD501";
  4827. scope = 1;
  4828. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4829. nakedUniform = "U_BasicBody";
  4830. hiddenSelections[] = {"Camo1","Camo2"};
  4831. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4832. };
  4833. class macro_new_uniform_skin_class(501_inf,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4834. {
  4835. author = "RD501";
  4836. scope = 1;
  4837. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4838. nakedUniform = "U_BasicBody";
  4839. hiddenSelections[] = {"Camo1","Camo2"};
  4840. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4841. };
  4842. class macro_new_uniform_skin_class(501_inf_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4843. {
  4844. author = "RD501";
  4845. scope = 1;
  4846. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4847. nakedUniform = "U_BasicBody";
  4848. hiddenSelections[] = {"Camo1","Camo2"};
  4849. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4850. };
  4851. class macro_new_uniform_skin_class(501_inf_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4852. {
  4853. author = "RD501";
  4854. scope = 1;
  4855. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4856. nakedUniform = "U_BasicBody";
  4857. hiddenSelections[] = {"Camo1","Camo2"};
  4858. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4859. };
  4860. class macro_new_uniform_skin_class(501_inf,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4861. {
  4862. author = "RD501";
  4863. scope = 1;
  4864. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4865. nakedUniform = "U_BasicBody";
  4866. hiddenSelections[] = {"Camo1","Camo2"};
  4867. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4868. };
  4869. class macro_new_uniform_skin_class(501_inf_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4870. {
  4871. author = "RD501";
  4872. scope = 1;
  4873. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4874. nakedUniform = "U_BasicBody";
  4875. hiddenSelections[] = {"Camo1","Camo2"};
  4876. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4877. };
  4878. class macro_new_uniform_skin_class(501_inf_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4879. {
  4880. author = "RD501";
  4881. scope = 1;
  4882. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4883. nakedUniform = "U_BasicBody";
  4884. hiddenSelections[] = {"Camo1","Camo2"};
  4885. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4886. };
  4887. class macro_new_uniform_skin_class(501_inf,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4888. {
  4889. author = "RD501";
  4890. scope = 1;
  4891. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4892. nakedUniform = "U_BasicBody";
  4893. hiddenSelections[] = {"Camo1","Camo2"};
  4894. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4895. };
  4896. class macro_new_uniform_skin_class(501_inf_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4897. {
  4898. author = "RD501";
  4899. scope = 1;
  4900. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4901. nakedUniform = "U_BasicBody";
  4902. hiddenSelections[] = {"Camo1","Camo2"};
  4903. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4904. };
  4905. class macro_new_uniform_skin_class(501_inf_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4906. {
  4907. author = "RD501";
  4908. scope = 1;
  4909. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4910. nakedUniform = "U_BasicBody";
  4911. hiddenSelections[] = {"Camo1","Camo2"};
  4912. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4913. };
  4914. class macro_new_uniform_skin_class(501_inf,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4915. {
  4916. author = "RD501";
  4917. scope = 1;
  4918. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4919. nakedUniform = "U_BasicBody";
  4920. hiddenSelections[] = {"Camo1","Camo2"};
  4921. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4922. };
  4923. class macro_new_uniform_skin_class(501_inf_medic,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4924. {
  4925. author = "RD501";
  4926. scope = 1;
  4927. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4928. nakedUniform = "U_BasicBody";
  4929. hiddenSelections[] = {"Camo1","Camo2"};
  4930. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4931. };
  4932. class macro_new_uniform_skin_class(501_inf_rto,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4933. {
  4934. author = "RD501";
  4935. scope = 1;
  4936. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4937. nakedUniform = "U_BasicBody";
  4938. hiddenSelections[] = {"Camo1","Camo2"};
  4939. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4940. };
  4941. ///Airborne///
  4942. class macro_new_uniform_skin_class(501_ab,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4943. {
  4944. author = "RD501";
  4945. scope = 1;
  4946. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4947. nakedUniform = "U_BasicBody";
  4948. hiddenSelections[] = {"Camo1","Camo2"};
  4949. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4950. };
  4951. class macro_new_uniform_skin_class(501_ab_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4952. {
  4953. author = "RD501";
  4954. scope = 1;
  4955. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4956. nakedUniform = "U_BasicBody";
  4957. hiddenSelections[] = {"Camo1","Camo2"};
  4958. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4959. };
  4960. class macro_new_uniform_skin_class(501_ab_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4961. {
  4962. author = "RD501";
  4963. scope = 1;
  4964. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4965. nakedUniform = "U_BasicBody";
  4966. hiddenSelections[] = {"Camo1","Camo2"};
  4967. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4968. };
  4969. class macro_new_uniform_skin_class(501_ab,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4970. {
  4971. author = "RD501";
  4972. scope = 1;
  4973. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4974. nakedUniform = "U_BasicBody";
  4975. hiddenSelections[] = {"Camo1","Camo2"};
  4976. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  4977. };
  4978. class macro_new_uniform_skin_class(501_ab_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4979. {
  4980. author = "RD501";
  4981. scope = 1;
  4982. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4983. nakedUniform = "U_BasicBody";
  4984. hiddenSelections[] = {"Camo1","Camo2"};
  4985. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  4986. };
  4987. class macro_new_uniform_skin_class(501_ab_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4988. {
  4989. author = "RD501";
  4990. scope = 1;
  4991. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4992. nakedUniform = "U_BasicBody";
  4993. hiddenSelections[] = {"Camo1","Camo2"};
  4994. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  4995. };
  4996. class macro_new_uniform_skin_class(501_ab,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4997. {
  4998. author = "RD501";
  4999. scope = 1;
  5000. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5001. nakedUniform = "U_BasicBody";
  5002. hiddenSelections[] = {"Camo1","Camo2"};
  5003. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5004. };
  5005. class macro_new_uniform_skin_class(501_ab_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5006. {
  5007. author = "RD501";
  5008. scope = 1;
  5009. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5010. nakedUniform = "U_BasicBody";
  5011. hiddenSelections[] = {"Camo1","Camo2"};
  5012. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5013. };
  5014. class macro_new_uniform_skin_class(501_ab_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5015. {
  5016. author = "RD501";
  5017. scope = 1;
  5018. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5019. nakedUniform = "U_BasicBody";
  5020. hiddenSelections[] = {"Camo1","Camo2"};
  5021. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5022. };
  5023. class macro_new_uniform_skin_class(501_ab,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5024. {
  5025. author = "RD501";
  5026. scope = 1;
  5027. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5028. nakedUniform = "U_BasicBody";
  5029. hiddenSelections[] = {"Camo1","Camo2"};
  5030. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5031. };
  5032. class macro_new_uniform_skin_class(501_ab_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5033. {
  5034. author = "RD501";
  5035. scope = 1;
  5036. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5037. nakedUniform = "U_BasicBody";
  5038. hiddenSelections[] = {"Camo1","Camo2"};
  5039. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5040. };
  5041. class macro_new_uniform_skin_class(501_ab_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5042. {
  5043. author = "RD501";
  5044. scope = 1;
  5045. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5046. nakedUniform = "U_BasicBody";
  5047. hiddenSelections[] = {"Camo1","Camo2"};
  5048. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5049. };
  5050. class macro_new_uniform_skin_class(501_ab,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5051. {
  5052. author = "RD501";
  5053. scope = 1;
  5054. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5055. nakedUniform = "U_BasicBody";
  5056. hiddenSelections[] = {"Camo1","Camo2"};
  5057. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5058. };
  5059. class macro_new_uniform_skin_class(501_ab_medic,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5060. {
  5061. author = "RD501";
  5062. scope = 1;
  5063. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5064. nakedUniform = "U_BasicBody";
  5065. hiddenSelections[] = {"Camo1","Camo2"};
  5066. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5067. };
  5068. class macro_new_uniform_skin_class(501_ab_rto,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5069. {
  5070. author = "RD501";
  5071. scope = 1;
  5072. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5073. nakedUniform = "U_BasicBody";
  5074. hiddenSelections[] = {"Camo1","Camo2"};
  5075. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5076. };
  5077. class macro_new_uniform_skin_class(501_ab,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5078. {
  5079. author = "RD501";
  5080. scope = 1;
  5081. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5082. nakedUniform = "U_BasicBody";
  5083. hiddenSelections[] = {"Camo1","Camo2"};
  5084. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5085. };
  5086. class macro_new_uniform_skin_class(501_ab_medic,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5087. {
  5088. author = "RD501";
  5089. scope = 1;
  5090. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5091. nakedUniform = "U_BasicBody";
  5092. hiddenSelections[] = {"Camo1","Camo2"};
  5093. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5094. };
  5095. class macro_new_uniform_skin_class(501_ab_rto,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5096. {
  5097. author = "RD501";
  5098. scope = 1;
  5099. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5100. nakedUniform = "U_BasicBody";
  5101. hiddenSelections[] = {"Camo1","Camo2"};
  5102. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5103. };
  5104. class macro_new_uniform_skin_class(501_ab,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5105. {
  5106. author = "RD501";
  5107. scope = 1;
  5108. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5109. nakedUniform = "U_BasicBody";
  5110. hiddenSelections[] = {"Camo1","Camo2"};
  5111. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5112. };
  5113. class macro_new_uniform_skin_class(501_ab_medic,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5114. {
  5115. author = "RD501";
  5116. scope = 1;
  5117. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5118. nakedUniform = "U_BasicBody";
  5119. hiddenSelections[] = {"Camo1","Camo2"};
  5120. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5121. };
  5122. class macro_new_uniform_skin_class(501_ab_rto,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5123. {
  5124. author = "RD501";
  5125. scope = 1;
  5126. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5127. nakedUniform = "U_BasicBody";
  5128. hiddenSelections[] = {"Camo1","Camo2"};
  5129. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5130. };
  5131. class macro_new_uniform_skin_class(501_ab,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5132. {
  5133. author = "RD501";
  5134. scope = 1;
  5135. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5136. nakedUniform = "U_BasicBody";
  5137. hiddenSelections[] = {"Camo1","Camo2"};
  5138. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5139. };
  5140. class macro_new_uniform_skin_class(501_ab_medic,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5141. {
  5142. author = "RD501";
  5143. scope = 1;
  5144. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5145. nakedUniform = "U_BasicBody";
  5146. hiddenSelections[] = {"Camo1","Camo2"};
  5147. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5148. };
  5149. class macro_new_uniform_skin_class(501_ab_rto,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5150. {
  5151. author = "RD501";
  5152. scope = 1;
  5153. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5154. nakedUniform = "U_BasicBody";
  5155. hiddenSelections[] = {"Camo1","Camo2"};
  5156. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5157. };
  5158. class macro_new_uniform_skin_class(501_ab,csm): macro_new_uniform_skin_class(501_inf,recruit)
  5159. {
  5160. author = "RD501";
  5161. scope = 1;
  5162. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5163. nakedUniform = "U_BasicBody";
  5164. hiddenSelections[] = {"Camo1","Camo2"};
  5165. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_csm_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_csm_armor_lower.paa};
  5166. };
  5167. //
  5168. class macro_new_uniform_skin_class(501_avi,cxc): macro_new_uniform_skin_class(501_inf,recruit)
  5169. {
  5170. author = "RD501";
  5171. scope = 2;
  5172. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5173. nakedUniform = "U_BasicBody";
  5174. hiddenSelections[] = {"Camo1","Camo2"};
  5175. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_lower.paa};
  5176. };
  5177. class macro_new_uniform_skin_class(501_avi,scxc): macro_new_uniform_skin_class(501_inf,recruit)
  5178. {
  5179. author = "RD501";
  5180. scope = 2;
  5181. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5182. nakedUniform = "U_BasicBody";
  5183. hiddenSelections[] = {"Camo1","Camo2"};
  5184. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_lower.paa};
  5185. };
  5186. class macro_new_uniform_skin_class(501_avi,cxx): macro_new_uniform_skin_class(501_inf,recruit)
  5187. {
  5188. author = "RD501";
  5189. scope = 2;
  5190. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5191. nakedUniform = "U_BasicBody";
  5192. hiddenSelections[] = {"Camo1","Camo2"};
  5193. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_lower.paa};
  5194. };
  5195. class macro_new_uniform_skin_class(501_avi,scxx): macro_new_uniform_skin_class(501_inf,recruit)
  5196. {
  5197. author = "RD501";
  5198. scope = 2;
  5199. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5200. nakedUniform = "U_BasicBody";
  5201. hiddenSelections[] = {"Camo1","Camo2"};
  5202. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_lower.paa};
  5203. };
  5204. class macro_new_uniform_skin_class(501_avi,cxp): macro_new_uniform_skin_class(501_inf,recruit)
  5205. {
  5206. author = "RD501";
  5207. scope = 2;
  5208. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5209. nakedUniform = "U_BasicBody";
  5210. hiddenSelections[] = {"Camo1","Camo2"};
  5211. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_lower.paa};
  5212. };
  5213. class macro_new_uniform_skin_class(501_avi,cxs): macro_new_uniform_skin_class(501_inf,recruit)
  5214. {
  5215. author = "RD501";
  5216. scope = 2;
  5217. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5218. nakedUniform = "U_BasicBody";
  5219. hiddenSelections[] = {"Camo1","Camo2"};
  5220. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_lower.paa};
  5221. };
  5222. class macro_new_uniform_skin_class(501_avi,cx1): macro_new_uniform_skin_class(501_inf,recruit)
  5223. {
  5224. author = "RD501";
  5225. scope = 2;
  5226. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5227. nakedUniform = "U_BasicBody";
  5228. hiddenSelections[] = {"Camo1","Camo2"};
  5229. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_lower.paa};
  5230. };
  5231. class macro_new_uniform_skin_class(501_avi,cx2): macro_new_uniform_skin_class(501_inf,recruit)
  5232. {
  5233. author = "RD501";
  5234. scope = 2;
  5235. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5236. nakedUniform = "U_BasicBody";
  5237. hiddenSelections[] = {"Camo1","Camo2"};
  5238. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_lower.paa};
  5239. };
  5240. class macro_new_uniform_skin_class(501_avi,cx3): macro_new_uniform_skin_class(501_inf,recruit)
  5241. {
  5242. author = "RD501";
  5243. scope = 2;
  5244. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5245. nakedUniform = "U_BasicBody";
  5246. hiddenSelections[] = {"Camo1","Camo2"};
  5247. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_lower.paa};
  5248. };
  5249. //
  5250. class macro_new_uniform_skin_class(empire_rg,boi): macro_new_uniform_skin_class(501_inf,recruit)
  5251. {
  5252. author = "RD501";
  5253. scope = 2;
  5254. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5255. nakedUniform = "U_BasicBody";
  5256. hiddenSelections[] = {"Camo1","Camo2"};
  5257. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\rg_armour_upper.paa,TEXTUREPATH\gcw\empire\rg\rg_armour_lower.paa};
  5258. };
  5259. //
  5260. class macro_new_uniform_skin_class(501_arc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5261. {
  5262. author = "RD501";
  5263. scope = 2;
  5264. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5265. nakedUniform = "U_BasicBody";
  5266. hiddenSelections[] = {"Camo1","Camo2"};
  5267. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper_01.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5268. };
  5269. class macro_new_uniform_skin_class(501_arc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5270. {
  5271. author = "RD501";
  5272. scope = 2;
  5273. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5274. nakedUniform = "U_BasicBody";
  5275. hiddenSelections[] = {"Camo1","Camo2"};
  5276. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5277. };
  5278. //
  5279. class macro_new_uniform_skin_class(501_utc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5280. {
  5281. author = "RD501";
  5282. scope = 2;
  5283. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5284. nakedUniform = "U_BasicBody";
  5285. hiddenSelections[] = {"Camo1","Camo2"};
  5286. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_blue_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5287. };
  5288. class macro_new_uniform_skin_class(501_utc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5289. {
  5290. author = "RD501";
  5291. scope = 2;
  5292. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5293. nakedUniform = "U_BasicBody";
  5294. hiddenSelections[] = {"Camo1","Camo2"};
  5295. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_green_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5296. };
  5297. class macro_new_uniform_skin_class(501_utc,03): macro_new_uniform_skin_class(501_inf,recruit)
  5298. {
  5299. author = "RD501";
  5300. scope = 2;
  5301. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5302. nakedUniform = "U_BasicBody";
  5303. hiddenSelections[] = {"Camo1","Camo2"};
  5304. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_indigo_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5305. };
  5306. class macro_new_uniform_skin_class(501_utc,04): macro_new_uniform_skin_class(501_inf,recruit)
  5307. {
  5308. author = "RD501";
  5309. scope = 2;
  5310. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5311. nakedUniform = "U_BasicBody";
  5312. hiddenSelections[] = {"Camo1","Camo2"};
  5313. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_orange_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5314. };
  5315. class macro_new_uniform_skin_class(501_utc,05): macro_new_uniform_skin_class(501_inf,recruit)
  5316. {
  5317. author = "RD501";
  5318. scope = 2;
  5319. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5320. nakedUniform = "U_BasicBody";
  5321. hiddenSelections[] = {"Camo1","Camo2"};
  5322. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_pink_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5323. };
  5324. class macro_new_uniform_skin_class(501_utc,06): macro_new_uniform_skin_class(501_inf,recruit)
  5325. {
  5326. author = "RD501";
  5327. scope = 2;
  5328. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5329. nakedUniform = "U_BasicBody";
  5330. hiddenSelections[] = {"Camo1","Camo2"};
  5331. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_red_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5332. };
  5333. class macro_new_uniform_skin_class(501_utc,07): macro_new_uniform_skin_class(501_inf,recruit)
  5334. {
  5335. author = "RD501";
  5336. scope = 2;
  5337. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5338. nakedUniform = "U_BasicBody";
  5339. hiddenSelections[] = {"Camo1","Camo2"};
  5340. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_violet_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5341. };
  5342. class macro_new_uniform_skin_class(501_utc,08): macro_new_uniform_skin_class(501_inf,recruit)
  5343. {
  5344. author = "RD501";
  5345. scope = 2;
  5346. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5347. nakedUniform = "U_BasicBody";
  5348. hiddenSelections[] = {"Camo1","Camo2"};
  5349. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_yellow_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5350. };
  5351. //Squad Specific Senior Trooper
  5352. 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 }; };
  5353. 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 }; };
  5354. 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 }; };
  5355. //Squad Specific Veteran Trooper
  5356. 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 }; };
  5357. 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 }; };
  5358. 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
  5359. // {
  5360. // class HitPoints : HitPoints
  5361. // {
  5362. // class HitAbdomen:HitAbdomen
  5363. // {
  5364. // armor = 16;
  5365. // passThrough = 0.6;
  5366. // };
  5367. // class HitArms:HitArms
  5368. // {
  5369. // armor = 16;
  5370. // passThrough = 0.6;
  5371. // };
  5372. // class HitBody:HitBody
  5373. // {
  5374. // armor = 32;
  5375. // passThrough = 0.6;
  5376. // };
  5377. // class HitChest:HitChest
  5378. // {
  5379. // armor = 32;
  5380. // passThrough = 0.6;
  5381. // };
  5382. // class HitDiaphragm:HitDiaphragm
  5383. // {
  5384. // armor = 32;
  5385. // passThrough = 0.6;
  5386. // };
  5387. // class HitNeck:HitNeck
  5388. // {
  5389. // armor = 8;
  5390. // passThrough = 0.6;
  5391. // };
  5392. // class HitPelvis:HitPelvis
  5393. // {
  5394. // armor = 16;
  5395. // passThrough = 0.6;
  5396. // };
  5397. // };
  5398. // };
  5399. };