config.cpp 152 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_7_v3): macro_new_vest_class(501_inf,acc_7)
  352. {
  353. displayName = "[501st] INF ACC 07 (Sgt. Major (B) RTO)";
  354. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  355. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_rto_pauldron.paa};
  356. class ItemInfo: ItemInfo
  357. {
  358. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  359. };
  360. };
  361. class macro_new_vest_class(501_inf,acc_7_v4): macro_new_vest_class(501_inf,acc_7)
  362. {
  363. displayName = "[501st] INF ACC 07 (Sgt. Major (B) Medic)";
  364. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  365. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_medic_pauldron.paa};
  366. class ItemInfo: ItemInfo
  367. {
  368. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  369. };
  370. };
  371. class macro_new_vest_class(501_inf,acc_10): macro_new_vest_class(501_inf,acc_9)
  372. {
  373. displayName = "[501st] INF ACC 10 (Captain)";
  374. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  375. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  376. hiddenSelections[] = {"Camo1"};
  377. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\cpt_pauldron.paa};
  378. class ItemInfo: ItemInfo
  379. {
  380. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  381. containerClass="Supply100";
  382. hiddenSelections[]=
  383. {
  384. "camo1"
  385. };
  386. };
  387. };
  388. class macro_new_vest_class(501_inf,acc_10_v2): macro_new_vest_class(501_inf,acc_10)
  389. {
  390. displayName = "[501st] INF ACC 10 (Captain V2)";
  391. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  392. class ItemInfo: ItemInfo
  393. {
  394. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  395. };
  396. };
  397. class macro_new_vest_class(501_inf,acc_11): macro_new_vest_class(501_inf,acc_9)
  398. {
  399. displayName = "[501st] INF ACC 11 (Major)";
  400. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  401. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  402. hiddenSelections[] = {"Camo1"};
  403. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\maj_pauldron.paa};
  404. class ItemInfo: ItemInfo
  405. {
  406. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  407. containerClass="Supply100";
  408. hiddenSelections[]=
  409. {
  410. "camo1"
  411. };
  412. };
  413. };
  414. class macro_new_vest_class(501_inf,acc_11_v2): macro_new_vest_class(501_inf,acc_11)
  415. {
  416. displayName = "[501st] INF ACC 11 (Major V2)";
  417. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  418. class ItemInfo: ItemInfo
  419. {
  420. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  421. };
  422. };
  423. class macro_new_vest_class(501_inf,acc_3): macro_new_vest_class(501_inf,acc_9)
  424. {
  425. displayName = "[501st] INF ACC 03 (Sr. Corporal)";
  426. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  427. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  428. hiddenSelections[] = {"Camo1"};
  429. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  430. hiddenSelectionsMaterials[]=
  431. {
  432. };
  433. class ItemInfo: ItemInfo
  434. {
  435. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  436. containerClass="Supply100";
  437. hiddenSelectionsMaterials[]=
  438. {
  439. };
  440. };
  441. };
  442. class macro_new_vest_class(501_inf,acc_1): macro_new_vest_class(501_inf,acc_9)
  443. {
  444. displayName = "[501st] INF ACC 01 (Vet. Trooper)";
  445. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  446. model = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  447. hiddenSelections[] = {"Camo1"};
  448. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  449. hiddenSelectionsMaterials[]=
  450. {
  451. };
  452. class ItemInfo: ItemInfo
  453. {
  454. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  455. containerClass="Supply100";
  456. hiddenSelectionsMaterials[]=
  457. {
  458. };
  459. };
  460. };
  461. class macro_new_vest_class(501_inf,acc_2): macro_new_vest_class(501_inf,acc_9)
  462. {
  463. displayName = "[501st] INF ACC 02 (Corporal)";
  464. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  465. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  466. hiddenSelections[] = {"Camo1"};
  467. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  468. hiddenSelectionsMaterials[]=
  469. {
  470. };
  471. class ItemInfo: ItemInfo
  472. {
  473. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  474. containerClass="Supply100";
  475. hiddenSelectionsMaterials[]=
  476. {
  477. };
  478. };
  479. };
  480. class macro_new_vest_class(501_inf,acc_4): macro_new_vest_class(501_inf,acc_9)
  481. {
  482. displayName = "[501st] INF ACC 04 (Sergeant)";
  483. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  484. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  485. hiddenSelections[] = {"Camo1","camo2"};
  486. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa", "MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  487. hiddenSelectionsMaterials[]=
  488. {
  489. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  490. ""
  491. };
  492. class ItemInfo: ItemInfo
  493. {
  494. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  495. containerClass="Supply100";
  496. hiddenSelectionsMaterials[]=
  497. {
  498. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  499. ""
  500. };
  501. };
  502. };
  503. class macro_new_vest_class(501_inf,acc_5): macro_new_vest_class(501_inf,acc_9)
  504. {
  505. displayName = "[501st] INF ACC 05 (Sr. Sergeant)";
  506. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  507. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  508. hiddenSelections[] = {"Camo1","camo2"};
  509. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa, TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  510. hiddenSelectionsMaterials[]=
  511. {
  512. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  513. ""
  514. };
  515. class ItemInfo: ItemInfo
  516. {
  517. hiddenSelections[]= {"camo1","camo2"};
  518. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  519. containerClass="Supply100";
  520. hiddenSelectionsMaterials[]=
  521. {
  522. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  523. ""
  524. };
  525. };
  526. };
  527. class macro_new_vest_class(501_inf,acc_r1): macro_new_vest_class(501_inf,acc_9)
  528. {
  529. displayName = "[501st] INF ACC RTO (NCO)";
  530. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  531. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  532. hiddenSelections[] = {"Camo1"};
  533. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_rto_pauldron.paa};
  534. hiddenSelectionsMaterials[]=
  535. {
  536. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  537. };
  538. class ItemInfo: ItemInfo
  539. {
  540. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  541. containerClass="Supply100";
  542. hiddenSelections[]=
  543. {
  544. "camo1"
  545. };
  546. hiddenSelectionsMaterials[]=
  547. {
  548. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  549. };
  550. };
  551. };
  552. class macro_new_vest_class(501_inf,acc_r1_v2): macro_new_vest_class(501_inf,acc_r1)
  553. {
  554. displayName = "[501st] INF ACC RTO (NCO) V2";
  555. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  556. class ItemInfo: ItemInfo
  557. {
  558. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  559. };
  560. };
  561. class macro_new_vest_class(501_inf,acc_m1): macro_new_vest_class(501_inf,acc_9)
  562. {
  563. displayName = "[501st] INF ACC Medic (NCO)";
  564. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  565. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  566. hiddenSelections[] = {"Camo1"};
  567. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_medic_pauldron.paa};
  568. hiddenSelectionsMaterials[]=
  569. {
  570. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  571. };
  572. class ItemInfo: ItemInfo
  573. {
  574. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  575. containerClass="Supply100";
  576. hiddenSelections[]=
  577. {
  578. "camo1"
  579. };
  580. hiddenSelectionsMaterials[]=
  581. {
  582. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  583. };
  584. };
  585. };
  586. class macro_new_vest_class(501_inf,acc_m1_v2): macro_new_vest_class(501_inf,acc_m1)
  587. {
  588. displayName = "[501st] INF ACC Medic (NCO) V2";
  589. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  590. class ItemInfo: ItemInfo
  591. {
  592. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  593. };
  594. };
  595. //
  596. class macro_new_vest_class(501_ab,acc_1): macro_new_vest_class(501_inf,acc_9)
  597. {
  598. displayName = "[501st] AB ACC 01 (Cadet)";
  599. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  600. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  601. hiddenSelections[] = {"Camo1","Camo2"};
  602. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_cadet_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  603. hiddenSelectionsMaterials[]=
  604. {
  605. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  606. ""
  607. };
  608. class ItemInfo: ItemInfo
  609. {
  610. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  611. containerClass="Supply100";
  612. hiddenSelections[]=
  613. {
  614. "camo1",
  615. "camo2"
  616. };
  617. hiddenSelectionsMaterials[]=
  618. {
  619. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  620. ""
  621. };
  622. };
  623. };
  624. class macro_new_vest_class(501_ab,acc_2): macro_new_vest_class(501_inf,acc_9)
  625. {
  626. displayName = "[501st] AB ACC 02 (Trooper)";
  627. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  628. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  629. hiddenSelections[] = {"Camo1","Camo2"};
  630. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  631. hiddenSelectionsMaterials[]=
  632. {
  633. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  634. ""
  635. };
  636. class ItemInfo: ItemInfo
  637. {
  638. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  639. containerClass="Supply100";
  640. hiddenSelections[]=
  641. {
  642. "camo1",
  643. "camo2"
  644. };
  645. hiddenSelectionsMaterials[]=
  646. {
  647. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  648. ""
  649. };
  650. };
  651. };
  652. class macro_new_vest_class(501_ab,acc_3): macro_new_vest_class(501_inf,acc_9)
  653. {
  654. displayName = "[501st] AB ACC 03 (Corporal)";
  655. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  656. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  657. hiddenSelections[] = {"Camo1","Camo2"};
  658. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  659. hiddenSelectionsMaterials[]=
  660. {
  661. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  662. ""
  663. };
  664. class ItemInfo: ItemInfo
  665. {
  666. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  667. containerClass="Supply100";
  668. hiddenSelections[]=
  669. {
  670. "camo1",
  671. "camo2"
  672. };
  673. hiddenSelectionsMaterials[]=
  674. {
  675. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  676. ""
  677. };
  678. };
  679. };
  680. class macro_new_vest_class(501_ab,acc_4): macro_new_vest_class(501_inf,acc_9)
  681. {
  682. displayName = "[501st] AB ACC 04 (Sergeant)";
  683. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  684. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  685. hiddenSelections[] = {"Camo1","Camo2"};
  686. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\heavy_accessories_co.paa};
  687. hiddenSelectionsMaterials[]=
  688. {
  689. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  690. ""
  691. };
  692. class ItemInfo: ItemInfo
  693. {
  694. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  695. containerClass="Supply100";
  696. hiddenSelections[]=
  697. {
  698. "camo1",
  699. "camo2"
  700. };
  701. hiddenSelectionsMaterials[]=
  702. {
  703. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  704. ""
  705. };
  706. };
  707. };
  708. class macro_new_vest_class(501_ab,acc_5): macro_new_vest_class(501_inf,acc_9)
  709. {
  710. displayName = "[501st] AB ACC 05 (Sgt. Major)";
  711. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  712. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  713. hiddenSelections[] = {"Camo1"};
  714. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc4_acc.paa};
  715. hiddenSelectionsMaterials[]=
  716. {
  717. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  718. };
  719. class ItemInfo: ItemInfo
  720. {
  721. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  722. containerClass="Supply100";
  723. hiddenSelections[]=
  724. {
  725. "camo1"
  726. };
  727. hiddenSelectionsMaterials[]=
  728. {
  729. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  730. };
  731. };
  732. };
  733. class macro_new_vest_class(501_ab,acc_5_v2): macro_new_vest_class(501_ab,acc_5)
  734. {
  735. displayName = "[501st] AB ACC 05 (Sgt. Major V2)";
  736. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  737. class ItemInfo: ItemInfo
  738. {
  739. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  740. };
  741. };
  742. class macro_new_vest_class(501_ab,acc_13): macro_new_vest_class(501_inf,acc_9)
  743. {
  744. displayName = "[501st] AB ACC 06 (NCOIC)";
  745. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  746. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  747. hiddenSelections[] = {"Camo1"};
  748. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ncoic_acc.paa};
  749. hiddenSelectionsMaterials[]=
  750. {
  751. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  752. };
  753. class ItemInfo: ItemInfo
  754. {
  755. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  756. containerClass="Supply100";
  757. hiddenSelections[]=
  758. {
  759. "camo1"
  760. };
  761. hiddenSelectionsMaterials[]=
  762. {
  763. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  764. };
  765. };
  766. };
  767. class macro_new_vest_class(501_ab,acc_13_v2): macro_new_vest_class(501_ab,acc_13)
  768. {
  769. displayName = "[501st] AB ACC 06 (NCOIC V2)";
  770. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  771. class ItemInfo: ItemInfo
  772. {
  773. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  774. };
  775. };
  776. class macro_new_vest_class(501_ab,acc_6): macro_new_vest_class(501_inf,acc_9)
  777. {
  778. displayName = "[501st] AB ACC 07 (Second Lt.)";
  779. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  780. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  781. hiddenSelections[] = {"Camo1"};
  782. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc3_acc.paa};
  783. hiddenSelectionsMaterials[]=
  784. {
  785. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  786. };
  787. class ItemInfo: ItemInfo
  788. {
  789. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  790. containerClass="Supply100";
  791. hiddenSelections[]=
  792. {
  793. "camo1"
  794. };
  795. hiddenSelectionsMaterials[]=
  796. {
  797. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  798. };
  799. };
  800. };
  801. class macro_new_vest_class(501_ab,acc_6_v2): macro_new_vest_class(501_ab,acc_6)
  802. {
  803. displayName = "[501st] AB ACC 07 (Second Lt. V2)";
  804. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  805. class ItemInfo: ItemInfo
  806. {
  807. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  808. };
  809. };
  810. class macro_new_vest_class(501_ab,acc_7): macro_new_vest_class(501_inf,acc_9)
  811. {
  812. displayName = "[501st] AB ACC 08 (First Lt.)";
  813. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  814. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  815. hiddenSelections[] = {"Camo1"};
  816. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc2_acc.paa};
  817. hiddenSelectionsMaterials[]=
  818. {
  819. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  820. };
  821. class ItemInfo: ItemInfo
  822. {
  823. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  824. containerClass="Supply100";
  825. hiddenSelections[]=
  826. {
  827. "camo1"
  828. };
  829. hiddenSelectionsMaterials[]=
  830. {
  831. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  832. };
  833. };
  834. };
  835. class macro_new_vest_class(501_ab,acc_7_v2): macro_new_vest_class(501_ab,acc_7)
  836. {
  837. displayName = "[501st] AB ACC 08 (First Lt. V2)";
  838. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  839. class ItemInfo: ItemInfo
  840. {
  841. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  842. };
  843. };
  844. class macro_new_vest_class(501_ab,acc_8): macro_new_vest_class(501_inf,acc_9)
  845. {
  846. displayName = "[501st] AB ACC 09 (Captain)";
  847. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  848. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  849. hiddenSelections[] = {"Camo1"};
  850. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc1_acc.paa};
  851. hiddenSelectionsMaterials[]=
  852. {
  853. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  854. };
  855. class ItemInfo: ItemInfo
  856. {
  857. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  858. containerClass="Supply100";
  859. hiddenSelections[]=
  860. {
  861. "camo1"
  862. };
  863. hiddenSelectionsMaterials[]=
  864. {
  865. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  866. };
  867. };
  868. };
  869. class macro_new_vest_class(501_ab,acc_8_v2): macro_new_vest_class(501_ab,acc_8)
  870. {
  871. displayName = "[501st] AB ACC 09 (Captain V2)";
  872. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  873. class ItemInfo: ItemInfo
  874. {
  875. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  876. };
  877. };
  878. class macro_new_vest_class(501_ab,acc_9): macro_new_vest_class(501_inf,acc_9)
  879. {
  880. displayName = "[501st] AB RTO ACC 01 (Corporal)";
  881. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  882. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  883. hiddenSelections[] = {"Camo1","Camo2"};
  884. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc1.paa};
  885. hiddenSelectionsMaterials[]=
  886. {
  887. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  888. ""
  889. };
  890. class ItemInfo: ItemInfo
  891. {
  892. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  893. containerClass="Supply100";
  894. hiddenSelections[]=
  895. {
  896. "camo1",
  897. "camo2"
  898. };
  899. hiddenSelectionsMaterials[]=
  900. {
  901. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  902. ""
  903. };
  904. };
  905. };
  906. class macro_new_vest_class(501_ab,acc_10): macro_new_vest_class(501_inf,acc_9)
  907. {
  908. displayName = "[501st] AB MED ACC 01 (Corporal)";
  909. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  910. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  911. hiddenSelections[] = {"Camo1","Camo2"};
  912. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc1.paa};
  913. hiddenSelectionsMaterials[]=
  914. {
  915. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  916. ""
  917. };
  918. class ItemInfo: ItemInfo
  919. {
  920. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  921. containerClass="Supply100";
  922. hiddenSelections[]=
  923. {
  924. "camo1",
  925. "camo2"
  926. };
  927. hiddenSelectionsMaterials[]=
  928. {
  929. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  930. ""
  931. };
  932. };
  933. };
  934. class macro_new_vest_class(501_ab,acc_11): macro_new_vest_class(501_inf,acc_9)
  935. {
  936. displayName = "[501st] AB RTO ACC 02 (Sergeant)";
  937. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  938. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  939. hiddenSelections[] = {"Camo1","Camo2"};
  940. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc.paa};
  941. hiddenSelectionsMaterials[]=
  942. {
  943. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  944. ""
  945. };
  946. class ItemInfo: ItemInfo
  947. {
  948. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  949. containerClass="Supply100";
  950. hiddenSelections[]=
  951. {
  952. "camo1",
  953. "camo2"
  954. };
  955. hiddenSelectionsMaterials[]=
  956. {
  957. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  958. ""
  959. };
  960. };
  961. };
  962. class macro_new_vest_class(501_ab,acc_12): macro_new_vest_class(501_inf,acc_9)
  963. {
  964. displayName = "[501st] AB MED ACC 02 (Sergeant)";
  965. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  966. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  967. hiddenSelections[] = {"Camo1","Camo2"};
  968. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc.paa};
  969. hiddenSelectionsMaterials[]=
  970. {
  971. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  972. ""
  973. };
  974. class ItemInfo: ItemInfo
  975. {
  976. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  977. containerClass="Supply100";
  978. hiddenSelections[]=
  979. {
  980. "camo1",
  981. "camo2"
  982. };
  983. hiddenSelectionsMaterials[]=
  984. {
  985. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  986. ""
  987. };
  988. };
  989. };
  990. //
  991. class macro_new_vest_class(501_avi,acc_1): macro_new_vest_class(501_inf,acc_9)
  992. {
  993. displayName = "[501st] AVI ACC 01 (Flight Officer)";
  994. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  995. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  996. hiddenSelections[] = {"Camo1"};
  997. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  998. hiddenSelectionsMaterials[]=
  999. {
  1000. };
  1001. class ItemInfo: ItemInfo
  1002. {
  1003. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  1004. containerClass="Supply100";
  1005. hiddenSelections[]=
  1006. {
  1007. "camo1"
  1008. };
  1009. hiddenSelectionsMaterials[]=
  1010. {
  1011. };
  1012. };
  1013. };
  1014. class macro_new_vest_class(501_avi,acc_2): macro_new_vest_class(501_inf,acc_9)
  1015. {
  1016. displayName = "[501st] AVI ACC 02 (Jr. Lieutenant)";
  1017. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1018. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  1019. hiddenSelections[] = {"Camo1","Camo2"};
  1020. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa","MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  1021. hiddenSelectionsMaterials[]=
  1022. {
  1023. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1024. ""
  1025. };
  1026. class ItemInfo: ItemInfo
  1027. {
  1028. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  1029. containerClass="Supply100";
  1030. hiddenSelections[]=
  1031. {
  1032. "camo1",
  1033. "camo2"
  1034. };
  1035. hiddenSelectionsMaterials[]=
  1036. {
  1037. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1038. ""
  1039. };
  1040. };
  1041. };
  1042. class macro_new_vest_class(501_avi,acc_3): macro_new_vest_class(501_inf,acc_9)
  1043. {
  1044. displayName = "[501st] AVI ACC 03 (Second Lieutenant)";
  1045. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1046. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1047. hiddenSelections[] = {"Camo1"};
  1048. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx1_acc.paa};
  1049. hiddenSelectionsMaterials[]=
  1050. {
  1051. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1052. };
  1053. class ItemInfo: ItemInfo
  1054. {
  1055. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1056. containerClass="Supply100";
  1057. hiddenSelections[]=
  1058. {
  1059. "camo1"
  1060. };
  1061. hiddenSelectionsMaterials[]=
  1062. {
  1063. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1064. };
  1065. };
  1066. };
  1067. class macro_new_vest_class(501_avi,acc_3_v2): macro_new_vest_class(501_avi,acc_3)
  1068. {
  1069. displayName = "[501st] AVI ACC 03 (Second Lieutenant) V2";
  1070. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1071. class ItemInfo: ItemInfo
  1072. {
  1073. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1074. };
  1075. };
  1076. class macro_new_vest_class(501_avi,acc_4): macro_new_vest_class(501_inf,acc_9)
  1077. {
  1078. displayName = "[501st] AVI ACC 04 (First Lieutenant)";
  1079. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1080. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1081. hiddenSelections[] = {"Camo1"};
  1082. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx2_acc.paa};
  1083. hiddenSelectionsMaterials[]=
  1084. {
  1085. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1086. };
  1087. class ItemInfo: ItemInfo
  1088. {
  1089. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1090. containerClass="Supply100";
  1091. hiddenSelections[]=
  1092. {
  1093. "camo1"
  1094. };
  1095. hiddenSelectionsMaterials[]=
  1096. {
  1097. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1098. };
  1099. };
  1100. };
  1101. class macro_new_vest_class(501_avi,acc_4_v2): macro_new_vest_class(501_avi,acc_4)
  1102. {
  1103. displayName = "[501st] AVI ACC 04 (First Lieutenant) V2";
  1104. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1105. class ItemInfo: ItemInfo
  1106. {
  1107. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1108. };
  1109. };
  1110. class macro_new_vest_class(501_avi,acc_5): macro_new_vest_class(501_inf,acc_9)
  1111. {
  1112. displayName = "[501st] AVI ACC 05 (Captain)";
  1113. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1114. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1115. hiddenSelections[] = {"Camo1"};
  1116. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx_acc.paa};
  1117. hiddenSelectionsMaterials[]=
  1118. {
  1119. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1120. };
  1121. class ItemInfo: ItemInfo
  1122. {
  1123. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1124. containerClass="Supply100";
  1125. hiddenSelections[]=
  1126. {
  1127. "camo1"
  1128. };
  1129. hiddenSelectionsMaterials[]=
  1130. {
  1131. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1132. };
  1133. };
  1134. };
  1135. class macro_new_vest_class(501_avi,acc_5_v2): macro_new_vest_class(501_avi,acc_5)
  1136. {
  1137. displayName = "[501st] AVI ACC 05 (Captain) V2";
  1138. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1139. class ItemInfo: ItemInfo
  1140. {
  1141. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1142. };
  1143. };
  1144. //
  1145. class macro_new_vest_class(501_arc,acc_1): macro_new_vest_class(501_inf,acc_9)
  1146. {
  1147. displayname = "[501st] ARC ACC 01"
  1148. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1149. model="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1150. hiddenSelections[] = {"Camo1"};
  1151. hiddenSelectionsTextures[] = {MRC\JLTS\characters\CloneArmor\data\Clone_vest_arc_co.paa};
  1152. hiddenSelectionsMaterials[]=
  1153. {
  1154. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1155. };
  1156. class ItemInfo: ItemInfo
  1157. {
  1158. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1159. containerClass="Supply100";
  1160. hiddenSelections[]=
  1161. {
  1162. "camo1"
  1163. };
  1164. hiddenSelectionsMaterials[]=
  1165. {
  1166. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1167. };
  1168. };
  1169. };
  1170. class macro_new_vest_class(501_arc,acc_3): macro_new_vest_class(501_inf,acc_9)
  1171. {
  1172. displayname = "[501st] ARC ACC 02"
  1173. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1174. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1175. hiddenSelections[] = {"Camo1"};
  1176. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_02.paa};
  1177. hiddenSelectionsMaterials[]=
  1178. {
  1179. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1180. };
  1181. class ItemInfo: ItemInfo
  1182. {
  1183. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1184. containerClass="Supply100";
  1185. hiddenSelections[]=
  1186. {
  1187. "camo1"
  1188. };
  1189. hiddenSelectionsMaterials[]=
  1190. {
  1191. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1192. };
  1193. };
  1194. };
  1195. class macro_new_vest_class(501_arc,acc_4): macro_new_vest_class(501_inf,acc_9)
  1196. {
  1197. displayname = "[501st] ARC ACC 03"
  1198. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1199. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1200. hiddenSelections[] = {"Camo1"};
  1201. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_03.paa};
  1202. hiddenSelectionsMaterials[]=
  1203. {
  1204. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1205. };
  1206. class ItemInfo: ItemInfo
  1207. {
  1208. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1209. containerClass="Supply100";
  1210. hiddenSelections[]=
  1211. {
  1212. "camo1"
  1213. };
  1214. hiddenSelectionsMaterials[]=
  1215. {
  1216. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1217. };
  1218. };
  1219. };
  1220. class macro_new_vest_class(501_arc,acc_5): macro_new_vest_class(501_inf,acc_9)
  1221. {
  1222. displayname = "[501st] ARC ACC 04"
  1223. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1224. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1225. hiddenSelections[] = {"Camo1"};
  1226. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_04.paa};
  1227. hiddenSelectionsMaterials[]=
  1228. {
  1229. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1230. };
  1231. class ItemInfo: ItemInfo
  1232. {
  1233. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1234. containerClass="Supply100";
  1235. hiddenSelections[]=
  1236. {
  1237. "camo1"
  1238. };
  1239. hiddenSelectionsMaterials[]=
  1240. {
  1241. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1242. };
  1243. };
  1244. };
  1245. //
  1246. class macro_new_vest_class(501_rg,acc_1): macro_new_vest_class(501_inf,acc_9)
  1247. {
  1248. displayname = "[Empire] Royal Guard ACC"
  1249. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestKama_ui_ca.paa";
  1250. model="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1251. hiddenSelections[] = {"Camo1"};
  1252. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\acc\rg_acc.paa};
  1253. hiddenSelectionsMaterials[]=
  1254. {
  1255. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1256. };
  1257. class ItemInfo: ItemInfo
  1258. {
  1259. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1260. containerClass="Supply100";
  1261. hiddenSelections[]=
  1262. {
  1263. "camo1"
  1264. };
  1265. hiddenSelectionsMaterials[]=
  1266. {
  1267. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1268. };
  1269. };
  1270. };
  1271. //
  1272. class macro_new_vest_class(501_invis,vest): macro_new_vest_class(501_inf,acc_9)
  1273. {
  1274. displayname = "[501st] Nanoweave Under Armour"
  1275. picture = "\SWOP_sith\data\impguardpalliumicon_x_ca.paa";
  1276. model="RD501_Units\nothing.p3d";
  1277. hiddenSelections[] = {""};
  1278. hiddenSelectionsTextures[] = {""};
  1279. hiddenSelectionsMaterials[]={""};
  1280. class ItemInfo: ItemInfo
  1281. {
  1282. uniformModel="RD501_Units\nothing.p3d";
  1283. containerClass="Supply100";
  1284. hiddenSelections[]={""};
  1285. hiddenSelectionsMaterials[]={""};
  1286. };
  1287. };
  1288. class macro_new_vest_class(501_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1289. {
  1290. displayname = "[501st] Sidearm Holster"
  1291. picture = "\MRC\JLTS\characters\CloneArmor2\data\ui\CloneVestHolster_ui_ca.paa";
  1292. model = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1293. hiddenSelections[] = {"camo1"};
  1294. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1295. class ItemInfo: ItemInfo
  1296. {
  1297. uniformmodel = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1298. containerClass="Supply100";
  1299. hiddenSelections[] = {"camo1"};
  1300. };
  1301. };
  1302. class macro_new_vest_class(501_razorblade_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1303. {
  1304. displayname = "[501st] Razorblade Holster"
  1305. picture="\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_pic.paa";
  1306. model="\RD501_Units\models\razorblade_holster.p3d";
  1307. hiddenSelections[] = {"camo1"};
  1308. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1309. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1310. class ItemInfo: ItemInfo
  1311. {
  1312. uniformModel="\RD501_Units\models\razorblade_holster.p3d";
  1313. containerClass="Supply100";
  1314. hiddenSelections[] = {"camo1"};
  1315. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1316. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1317. };
  1318. };
  1319. class macro_new_vest_class(501_mynock_sgm,vest):macro_new_vest_class(501_inf,acc_9)
  1320. {
  1321. displayname = "[501st] MYN ACC 01"
  1322. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  1323. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1324. hiddenSelections[] = {"camo1"};
  1325. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1326. class ItemInfo: ItemInfo
  1327. {
  1328. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1329. containerClass="Supply100";
  1330. hiddenSelections[] = {"camo1"};
  1331. };
  1332. };
  1333. class macro_new_vest_class(501_mynock_co,vest):macro_new_vest_class(501_inf,acc_9)
  1334. {
  1335. displayname = "[501st] MYN ACC 02"
  1336. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  1337. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1338. hiddenSelections[] = {"camo1"};
  1339. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneLegions\data\Clone_501stOfficer_vest_co.paa"};
  1340. class ItemInfo: ItemInfo
  1341. {
  1342. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1343. containerClass="Supply100";
  1344. hiddenSelections[] = {"camo1"};
  1345. };
  1346. };
  1347. };
  1348. class DefaultEventhandlers;
  1349. class CfgVehicles
  1350. {
  1351. class SWOP_Clonetrooper_501jesse_F;
  1352. class B_Soldier_base_f;
  1353. class B_Soldier_f: B_Soldier_base_F
  1354. {
  1355. class HitPoints;
  1356. };
  1357. class macro_new_uniform_skin_class(blufor,purge_uniform): B_Soldier_base_F
  1358. {
  1359. author = "RD501";
  1360. scope = 1;
  1361. model = "SWOP_clones\uniform\cloneBody.p3d";
  1362. nakedUniform = "U_BasicBody";
  1363. hiddenSelections[] = {"Camo1"};
  1364. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  1365. class EventHandlers :DefaultEventhandlers {};
  1366. };
  1367. class macro_new_uniform_skin_class(blufor,krayt_uniform): B_Soldier_base_F
  1368. {
  1369. author = "RD501";
  1370. scope = 1;
  1371. model = "SWOP_clones\uniform\cloneBody.p3d";
  1372. nakedUniform = "U_BasicBody";
  1373. hiddenSelections[] = {"Camo1"};
  1374. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\uniform_krayt.paa};
  1375. class EventHandlers :DefaultEventhandlers {};
  1376. };
  1377. class macro_new_uniform_skin_class(blufor,jesse): SWOP_Clonetrooper_501jesse_F
  1378. {
  1379. author = "RD501";
  1380. scope = 2;
  1381. model = "SWOP_clones\uniform\cloneBody.p3d";
  1382. nakedUniform = "U_BasicBody";
  1383. hiddenSelections[] = {"Camo1"};
  1384. hiddenSelectionsTextures[] = {
  1385. TEXTUREPATH\Republic\clones\Jesse_medic_uniform.paa
  1386. };
  1387. class EventHandlers : DefaultEventhandlers {};
  1388. };
  1389. class SWOP_Clonetrooper_501srtrooper_F;
  1390. class macro_new_uniform_skin_class(blufor,senior_trooper): SWOP_Clonetrooper_501srtrooper_F
  1391. {
  1392. author = "RD501";
  1393. scope = 1;
  1394. model = "SWOP_clones\uniform\cloneBody.p3d";
  1395. nakedUniform = "U_BasicBody";
  1396. hiddenSelections[] = {"Camo1"};
  1397. hiddenSelectionsTextures[] = {
  1398. TEXTUREPATH\Republic\clones\SRTrooper_uniform.paa
  1399. };
  1400. class EventHandlers : DefaultEventhandlers {};
  1401. };
  1402. class macro_new_uniform_skin_class(blufor,vet_trooper): SWOP_Clonetrooper_501srtrooper_F
  1403. {
  1404. author = "RD501";
  1405. scope = 1;
  1406. model = "SWOP_clones\uniform\cloneBody.p3d";
  1407. nakedUniform = "U_BasicBody";
  1408. hiddenSelections[] = {"Camo1"};
  1409. hiddenSelectionsTextures[] = {
  1410. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1411. };
  1412. class EventHandlers : DefaultEventhandlers {};
  1413. };
  1414. class macro_new_uniform_skin_class(blufor,gold_trooper): SWOP_Clonetrooper_501srtrooper_F
  1415. {
  1416. author = "RD501";
  1417. scope = 1;
  1418. model = "SWOP_clones\uniform\cloneBody.p3d";
  1419. nakedUniform = "U_BasicBody";
  1420. hiddenSelections[] = {"Camo1"};
  1421. hiddenSelectionsTextures[] = {
  1422. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1423. };
  1424. class EventHandlers : DefaultEventhandlers {};
  1425. hiddenSelectionsMaterials[]=
  1426. {
  1427. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  1428. };
  1429. };
  1430. class O_Soldier_base_F;
  1431. class SWOP_Mando_Uniform_black: O_Soldier_base_F
  1432. {
  1433. htMax = 1800;
  1434. htMin = 60;
  1435. class HitPoints
  1436. {
  1437. class HitFace
  1438. {
  1439. armor = 1;
  1440. explosionShielding = 0.1;
  1441. material = -1;
  1442. minimalHit = 0.01;
  1443. name = "face_hub";
  1444. passThrough = 0.8;
  1445. radius = 0.08;
  1446. };
  1447. class HitNeck: HitFace
  1448. {
  1449. armor = 1;
  1450. explosionShielding = 0.5;
  1451. material = -1;
  1452. minimalHit = 0.01;
  1453. name = "neck";
  1454. passThrough = 0.8;
  1455. radius = 0.1;
  1456. };
  1457. class HitHead: HitNeck
  1458. {
  1459. armor = 1;
  1460. depends = "HitFace max HitNeck";
  1461. explosionShielding = 0.5;
  1462. material = -1;
  1463. minimalHit = 0.01;
  1464. name = "head";
  1465. passThrough = 0.8;
  1466. radius = 0.2;
  1467. };
  1468. class HitPelvis
  1469. {
  1470. armor = 6;
  1471. depends = "0";
  1472. explosionShielding = 1;
  1473. material = -1;
  1474. minimalHit = 0.01;
  1475. name = "pelvis";
  1476. passThrough = 0.8;
  1477. radius = 0.24;
  1478. visual = "injury_body";
  1479. };
  1480. class HitAbdomen: HitPelvis
  1481. {
  1482. armor = 1;
  1483. depends = "0";
  1484. explosionShielding = 1;
  1485. material = -1;
  1486. minimalHit = 0.01;
  1487. name = "spine1";
  1488. passThrough = 0.8;
  1489. radius = 0.16;
  1490. visual = "injury_body";
  1491. };
  1492. class HitDiaphragm: HitAbdomen
  1493. {
  1494. armor = 1;
  1495. depends = "0";
  1496. explosionShielding = 6;
  1497. material = -1;
  1498. minimalHit = 0.01;
  1499. name = "spine2";
  1500. passThrough = 0.8;
  1501. radius = 0.18;
  1502. visual = "injury_body";
  1503. };
  1504. class HitChest: HitDiaphragm
  1505. {
  1506. armor = 1;
  1507. depends = "0";
  1508. explosionShielding = 6;
  1509. material = -1;
  1510. minimalHit = 0.01;
  1511. name = "spine3";
  1512. passThrough = 0.8;
  1513. radius = 0.18;
  1514. visual = "injury_body";
  1515. };
  1516. class HitBody: HitChest
  1517. {
  1518. armor = 1000;
  1519. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1520. explosionShielding = 6;
  1521. material = -1;
  1522. minimalHit = 0.01;
  1523. name = "body";
  1524. passThrough = 1;
  1525. radius = 0;
  1526. visual = "injury_body";
  1527. };
  1528. class HitArms
  1529. {
  1530. armor = 3;
  1531. depends = "0";
  1532. explosionShielding = 1;
  1533. material = -1;
  1534. minimalHit = 0.01;
  1535. name = "arms";
  1536. passThrough = 1;
  1537. radius = 0.1;
  1538. visual = "injury_hands";
  1539. };
  1540. class HitHands: HitArms
  1541. {
  1542. armor = 3;
  1543. depends = "HitArms";
  1544. explosionShielding = 1;
  1545. material = -1;
  1546. minimalHit = 0.01;
  1547. name = "hands";
  1548. passThrough = 1;
  1549. radius = 0.1;
  1550. visual = "injury_hands";
  1551. };
  1552. class HitLegs
  1553. {
  1554. armor = 3;
  1555. depends = "0";
  1556. explosionShielding = 1;
  1557. material = -1;
  1558. minimalHit = 0.01;
  1559. name = "legs";
  1560. passThrough = 1;
  1561. radius = 0.14;
  1562. visual = "injury_legs";
  1563. };
  1564. class Incapacitated
  1565. {
  1566. armor = 1000;
  1567. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1568. explosionShielding = 1;
  1569. material = -1;
  1570. minimalHit = 0;
  1571. name = "body";
  1572. passThrough = 1;
  1573. radius = 0;
  1574. visual = "";
  1575. };
  1576. };
  1577. };
  1578. class SWOP_Mando_Uniform_brown: O_Soldier_base_F
  1579. {
  1580. htMax = 1800;
  1581. htMin = 60;
  1582. class HitPoints
  1583. {
  1584. class HitFace
  1585. {
  1586. armor = 1;
  1587. explosionShielding = 0.1;
  1588. material = -1;
  1589. minimalHit = 0.01;
  1590. name = "face_hub";
  1591. passThrough = 0.8;
  1592. radius = 0.08;
  1593. };
  1594. class HitNeck: HitFace
  1595. {
  1596. armor = 1;
  1597. explosionShielding = 0.5;
  1598. material = -1;
  1599. minimalHit = 0.01;
  1600. name = "neck";
  1601. passThrough = 0.8;
  1602. radius = 0.1;
  1603. };
  1604. class HitHead: HitNeck
  1605. {
  1606. armor = 1;
  1607. depends = "HitFace max HitNeck";
  1608. explosionShielding = 0.5;
  1609. material = -1;
  1610. minimalHit = 0.01;
  1611. name = "head";
  1612. passThrough = 0.8;
  1613. radius = 0.2;
  1614. };
  1615. class HitPelvis
  1616. {
  1617. armor = 6;
  1618. depends = "0";
  1619. explosionShielding = 1;
  1620. material = -1;
  1621. minimalHit = 0.01;
  1622. name = "pelvis";
  1623. passThrough = 0.8;
  1624. radius = 0.24;
  1625. visual = "injury_body";
  1626. };
  1627. class HitAbdomen: HitPelvis
  1628. {
  1629. armor = 1;
  1630. depends = "0";
  1631. explosionShielding = 1;
  1632. material = -1;
  1633. minimalHit = 0.01;
  1634. name = "spine1";
  1635. passThrough = 0.8;
  1636. radius = 0.16;
  1637. visual = "injury_body";
  1638. };
  1639. class HitDiaphragm: HitAbdomen
  1640. {
  1641. armor = 1;
  1642. depends = "0";
  1643. explosionShielding = 6;
  1644. material = -1;
  1645. minimalHit = 0.01;
  1646. name = "spine2";
  1647. passThrough = 0.8;
  1648. radius = 0.18;
  1649. visual = "injury_body";
  1650. };
  1651. class HitChest: HitDiaphragm
  1652. {
  1653. armor = 1;
  1654. depends = "0";
  1655. explosionShielding = 6;
  1656. material = -1;
  1657. minimalHit = 0.01;
  1658. name = "spine3";
  1659. passThrough = 0.8;
  1660. radius = 0.18;
  1661. visual = "injury_body";
  1662. };
  1663. class HitBody: HitChest
  1664. {
  1665. armor = 1000;
  1666. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1667. explosionShielding = 6;
  1668. material = -1;
  1669. minimalHit = 0.01;
  1670. name = "body";
  1671. passThrough = 1;
  1672. radius = 0;
  1673. visual = "injury_body";
  1674. };
  1675. class HitArms
  1676. {
  1677. armor = 3;
  1678. depends = "0";
  1679. explosionShielding = 1;
  1680. material = -1;
  1681. minimalHit = 0.01;
  1682. name = "arms";
  1683. passThrough = 1;
  1684. radius = 0.1;
  1685. visual = "injury_hands";
  1686. };
  1687. class HitHands: HitArms
  1688. {
  1689. armor = 3;
  1690. depends = "HitArms";
  1691. explosionShielding = 1;
  1692. material = -1;
  1693. minimalHit = 0.01;
  1694. name = "hands";
  1695. passThrough = 1;
  1696. radius = 0.1;
  1697. visual = "injury_hands";
  1698. };
  1699. class HitLegs
  1700. {
  1701. armor = 3;
  1702. depends = "0";
  1703. explosionShielding = 1;
  1704. material = -1;
  1705. minimalHit = 0.01;
  1706. name = "legs";
  1707. passThrough = 1;
  1708. radius = 0.14;
  1709. visual = "injury_legs";
  1710. };
  1711. class Incapacitated
  1712. {
  1713. armor = 1000;
  1714. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1715. explosionShielding = 1;
  1716. material = -1;
  1717. minimalHit = 0;
  1718. name = "body";
  1719. passThrough = 1;
  1720. radius = 0;
  1721. visual = "";
  1722. };
  1723. };
  1724. };
  1725. class SWOP_Mando_Uniform_Wren: O_Soldier_base_F
  1726. {
  1727. htMax = 1800;
  1728. htMin = 60;
  1729. class HitPoints
  1730. {
  1731. class HitFace
  1732. {
  1733. armor = 1;
  1734. explosionShielding = 0.1;
  1735. material = -1;
  1736. minimalHit = 0.01;
  1737. name = "face_hub";
  1738. passThrough = 0.8;
  1739. radius = 0.08;
  1740. };
  1741. class HitNeck: HitFace
  1742. {
  1743. armor = 1;
  1744. explosionShielding = 0.5;
  1745. material = -1;
  1746. minimalHit = 0.01;
  1747. name = "neck";
  1748. passThrough = 0.8;
  1749. radius = 0.1;
  1750. };
  1751. class HitHead: HitNeck
  1752. {
  1753. armor = 1;
  1754. depends = "HitFace max HitNeck";
  1755. explosionShielding = 0.5;
  1756. material = -1;
  1757. minimalHit = 0.01;
  1758. name = "head";
  1759. passThrough = 0.8;
  1760. radius = 0.2;
  1761. };
  1762. class HitPelvis
  1763. {
  1764. armor = 6;
  1765. depends = "0";
  1766. explosionShielding = 1;
  1767. material = -1;
  1768. minimalHit = 0.01;
  1769. name = "pelvis";
  1770. passThrough = 0.8;
  1771. radius = 0.24;
  1772. visual = "injury_body";
  1773. };
  1774. class HitAbdomen: HitPelvis
  1775. {
  1776. armor = 1;
  1777. depends = "0";
  1778. explosionShielding = 1;
  1779. material = -1;
  1780. minimalHit = 0.01;
  1781. name = "spine1";
  1782. passThrough = 0.8;
  1783. radius = 0.16;
  1784. visual = "injury_body";
  1785. };
  1786. class HitDiaphragm: HitAbdomen
  1787. {
  1788. armor = 1;
  1789. depends = "0";
  1790. explosionShielding = 6;
  1791. material = -1;
  1792. minimalHit = 0.01;
  1793. name = "spine2";
  1794. passThrough = 0.8;
  1795. radius = 0.18;
  1796. visual = "injury_body";
  1797. };
  1798. class HitChest: HitDiaphragm
  1799. {
  1800. armor = 1;
  1801. depends = "0";
  1802. explosionShielding = 6;
  1803. material = -1;
  1804. minimalHit = 0.01;
  1805. name = "spine3";
  1806. passThrough = 0.8;
  1807. radius = 0.18;
  1808. visual = "injury_body";
  1809. };
  1810. class HitBody: HitChest
  1811. {
  1812. armor = 1000;
  1813. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1814. explosionShielding = 6;
  1815. material = -1;
  1816. minimalHit = 0.01;
  1817. name = "body";
  1818. passThrough = 1;
  1819. radius = 0;
  1820. visual = "injury_body";
  1821. };
  1822. class HitArms
  1823. {
  1824. armor = 3;
  1825. depends = "0";
  1826. explosionShielding = 1;
  1827. material = -1;
  1828. minimalHit = 0.01;
  1829. name = "arms";
  1830. passThrough = 1;
  1831. radius = 0.1;
  1832. visual = "injury_hands";
  1833. };
  1834. class HitHands: HitArms
  1835. {
  1836. armor = 3;
  1837. depends = "HitArms";
  1838. explosionShielding = 1;
  1839. material = -1;
  1840. minimalHit = 0.01;
  1841. name = "hands";
  1842. passThrough = 1;
  1843. radius = 0.1;
  1844. visual = "injury_hands";
  1845. };
  1846. class HitLegs
  1847. {
  1848. armor = 3;
  1849. depends = "0";
  1850. explosionShielding = 1;
  1851. material = -1;
  1852. minimalHit = 0.01;
  1853. name = "legs";
  1854. passThrough = 1;
  1855. radius = 0.14;
  1856. visual = "injury_legs";
  1857. };
  1858. class Incapacitated
  1859. {
  1860. armor = 1000;
  1861. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1862. explosionShielding = 1;
  1863. material = -1;
  1864. minimalHit = 0;
  1865. name = "body";
  1866. passThrough = 1;
  1867. radius = 0;
  1868. visual = "";
  1869. };
  1870. };
  1871. };
  1872. class SWOP_Mando_Uniform_DW: O_Soldier_base_F
  1873. {
  1874. htMax = 1800;
  1875. htMin = 60;
  1876. class HitPoints
  1877. {
  1878. class HitFace
  1879. {
  1880. armor = 1;
  1881. explosionShielding = 0.1;
  1882. material = -1;
  1883. minimalHit = 0.01;
  1884. name = "face_hub";
  1885. passThrough = 0.8;
  1886. radius = 0.08;
  1887. };
  1888. class HitNeck: HitFace
  1889. {
  1890. armor = 1;
  1891. explosionShielding = 0.5;
  1892. material = -1;
  1893. minimalHit = 0.01;
  1894. name = "neck";
  1895. passThrough = 0.8;
  1896. radius = 0.1;
  1897. };
  1898. class HitHead: HitNeck
  1899. {
  1900. armor = 1;
  1901. depends = "HitFace max HitNeck";
  1902. explosionShielding = 0.5;
  1903. material = -1;
  1904. minimalHit = 0.01;
  1905. name = "head";
  1906. passThrough = 0.8;
  1907. radius = 0.2;
  1908. };
  1909. class HitPelvis
  1910. {
  1911. armor = 6;
  1912. depends = "0";
  1913. explosionShielding = 1;
  1914. material = -1;
  1915. minimalHit = 0.01;
  1916. name = "pelvis";
  1917. passThrough = 0.8;
  1918. radius = 0.24;
  1919. visual = "injury_body";
  1920. };
  1921. class HitAbdomen: HitPelvis
  1922. {
  1923. armor = 1;
  1924. depends = "0";
  1925. explosionShielding = 1;
  1926. material = -1;
  1927. minimalHit = 0.01;
  1928. name = "spine1";
  1929. passThrough = 0.8;
  1930. radius = 0.16;
  1931. visual = "injury_body";
  1932. };
  1933. class HitDiaphragm: HitAbdomen
  1934. {
  1935. armor = 1;
  1936. depends = "0";
  1937. explosionShielding = 6;
  1938. material = -1;
  1939. minimalHit = 0.01;
  1940. name = "spine2";
  1941. passThrough = 0.8;
  1942. radius = 0.18;
  1943. visual = "injury_body";
  1944. };
  1945. class HitChest: HitDiaphragm
  1946. {
  1947. armor = 1;
  1948. depends = "0";
  1949. explosionShielding = 6;
  1950. material = -1;
  1951. minimalHit = 0.01;
  1952. name = "spine3";
  1953. passThrough = 0.8;
  1954. radius = 0.18;
  1955. visual = "injury_body";
  1956. };
  1957. class HitBody: HitChest
  1958. {
  1959. armor = 1000;
  1960. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1961. explosionShielding = 6;
  1962. material = -1;
  1963. minimalHit = 0.01;
  1964. name = "body";
  1965. passThrough = 1;
  1966. radius = 0;
  1967. visual = "injury_body";
  1968. };
  1969. class HitArms
  1970. {
  1971. armor = 3;
  1972. depends = "0";
  1973. explosionShielding = 1;
  1974. material = -1;
  1975. minimalHit = 0.01;
  1976. name = "arms";
  1977. passThrough = 1;
  1978. radius = 0.1;
  1979. visual = "injury_hands";
  1980. };
  1981. class HitHands: HitArms
  1982. {
  1983. armor = 3;
  1984. depends = "HitArms";
  1985. explosionShielding = 1;
  1986. material = -1;
  1987. minimalHit = 0.01;
  1988. name = "hands";
  1989. passThrough = 1;
  1990. radius = 0.1;
  1991. visual = "injury_hands";
  1992. };
  1993. class HitLegs
  1994. {
  1995. armor = 3;
  1996. depends = "0";
  1997. explosionShielding = 1;
  1998. material = -1;
  1999. minimalHit = 0.01;
  2000. name = "legs";
  2001. passThrough = 1;
  2002. radius = 0.14;
  2003. visual = "injury_legs";
  2004. };
  2005. class Incapacitated
  2006. {
  2007. armor = 1000;
  2008. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2009. explosionShielding = 1;
  2010. material = -1;
  2011. minimalHit = 0;
  2012. name = "body";
  2013. passThrough = 1;
  2014. radius = 0;
  2015. visual = "";
  2016. };
  2017. };
  2018. };
  2019. class SWOP_Mando_Uniform_green: O_Soldier_base_F
  2020. {
  2021. htMax = 1800;
  2022. htMin = 60;
  2023. class HitPoints
  2024. {
  2025. class HitFace
  2026. {
  2027. armor = 1;
  2028. explosionShielding = 0.1;
  2029. material = -1;
  2030. minimalHit = 0.01;
  2031. name = "face_hub";
  2032. passThrough = 0.8;
  2033. radius = 0.08;
  2034. };
  2035. class HitNeck: HitFace
  2036. {
  2037. armor = 1;
  2038. explosionShielding = 0.5;
  2039. material = -1;
  2040. minimalHit = 0.01;
  2041. name = "neck";
  2042. passThrough = 0.8;
  2043. radius = 0.1;
  2044. };
  2045. class HitHead: HitNeck
  2046. {
  2047. armor = 1;
  2048. depends = "HitFace max HitNeck";
  2049. explosionShielding = 0.5;
  2050. material = -1;
  2051. minimalHit = 0.01;
  2052. name = "head";
  2053. passThrough = 0.8;
  2054. radius = 0.2;
  2055. };
  2056. class HitPelvis
  2057. {
  2058. armor = 6;
  2059. depends = "0";
  2060. explosionShielding = 1;
  2061. material = -1;
  2062. minimalHit = 0.01;
  2063. name = "pelvis";
  2064. passThrough = 0.8;
  2065. radius = 0.24;
  2066. visual = "injury_body";
  2067. };
  2068. class HitAbdomen: HitPelvis
  2069. {
  2070. armor = 1;
  2071. depends = "0";
  2072. explosionShielding = 1;
  2073. material = -1;
  2074. minimalHit = 0.01;
  2075. name = "spine1";
  2076. passThrough = 0.8;
  2077. radius = 0.16;
  2078. visual = "injury_body";
  2079. };
  2080. class HitDiaphragm: HitAbdomen
  2081. {
  2082. armor = 1;
  2083. depends = "0";
  2084. explosionShielding = 6;
  2085. material = -1;
  2086. minimalHit = 0.01;
  2087. name = "spine2";
  2088. passThrough = 0.8;
  2089. radius = 0.18;
  2090. visual = "injury_body";
  2091. };
  2092. class HitChest: HitDiaphragm
  2093. {
  2094. armor = 1;
  2095. depends = "0";
  2096. explosionShielding = 6;
  2097. material = -1;
  2098. minimalHit = 0.01;
  2099. name = "spine3";
  2100. passThrough = 0.8;
  2101. radius = 0.18;
  2102. visual = "injury_body";
  2103. };
  2104. class HitBody: HitChest
  2105. {
  2106. armor = 1000;
  2107. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2108. explosionShielding = 6;
  2109. material = -1;
  2110. minimalHit = 0.01;
  2111. name = "body";
  2112. passThrough = 1;
  2113. radius = 0;
  2114. visual = "injury_body";
  2115. };
  2116. class HitArms
  2117. {
  2118. armor = 3;
  2119. depends = "0";
  2120. explosionShielding = 1;
  2121. material = -1;
  2122. minimalHit = 0.01;
  2123. name = "arms";
  2124. passThrough = 1;
  2125. radius = 0.1;
  2126. visual = "injury_hands";
  2127. };
  2128. class HitHands: HitArms
  2129. {
  2130. armor = 3;
  2131. depends = "HitArms";
  2132. explosionShielding = 1;
  2133. material = -1;
  2134. minimalHit = 0.01;
  2135. name = "hands";
  2136. passThrough = 1;
  2137. radius = 0.1;
  2138. visual = "injury_hands";
  2139. };
  2140. class HitLegs
  2141. {
  2142. armor = 3;
  2143. depends = "0";
  2144. explosionShielding = 1;
  2145. material = -1;
  2146. minimalHit = 0.01;
  2147. name = "legs";
  2148. passThrough = 1;
  2149. radius = 0.14;
  2150. visual = "injury_legs";
  2151. };
  2152. class Incapacitated
  2153. {
  2154. armor = 1000;
  2155. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2156. explosionShielding = 1;
  2157. material = -1;
  2158. minimalHit = 0;
  2159. name = "body";
  2160. passThrough = 1;
  2161. radius = 0;
  2162. visual = "";
  2163. };
  2164. };
  2165. };
  2166. class SWOP_Mando_Uniform_protectors: O_Soldier_base_F
  2167. {
  2168. htMax = 1800;
  2169. htMin = 60;
  2170. class HitPoints
  2171. {
  2172. class HitFace
  2173. {
  2174. armor = 1;
  2175. explosionShielding = 0.1;
  2176. material = -1;
  2177. minimalHit = 0.01;
  2178. name = "face_hub";
  2179. passThrough = 0.8;
  2180. radius = 0.08;
  2181. };
  2182. class HitNeck: HitFace
  2183. {
  2184. armor = 1;
  2185. explosionShielding = 0.5;
  2186. material = -1;
  2187. minimalHit = 0.01;
  2188. name = "neck";
  2189. passThrough = 0.8;
  2190. radius = 0.1;
  2191. };
  2192. class HitHead: HitNeck
  2193. {
  2194. armor = 1;
  2195. depends = "HitFace max HitNeck";
  2196. explosionShielding = 0.5;
  2197. material = -1;
  2198. minimalHit = 0.01;
  2199. name = "head";
  2200. passThrough = 0.8;
  2201. radius = 0.2;
  2202. };
  2203. class HitPelvis
  2204. {
  2205. armor = 6;
  2206. depends = "0";
  2207. explosionShielding = 1;
  2208. material = -1;
  2209. minimalHit = 0.01;
  2210. name = "pelvis";
  2211. passThrough = 0.8;
  2212. radius = 0.24;
  2213. visual = "injury_body";
  2214. };
  2215. class HitAbdomen: HitPelvis
  2216. {
  2217. armor = 1;
  2218. depends = "0";
  2219. explosionShielding = 1;
  2220. material = -1;
  2221. minimalHit = 0.01;
  2222. name = "spine1";
  2223. passThrough = 0.8;
  2224. radius = 0.16;
  2225. visual = "injury_body";
  2226. };
  2227. class HitDiaphragm: HitAbdomen
  2228. {
  2229. armor = 1;
  2230. depends = "0";
  2231. explosionShielding = 6;
  2232. material = -1;
  2233. minimalHit = 0.01;
  2234. name = "spine2";
  2235. passThrough = 0.8;
  2236. radius = 0.18;
  2237. visual = "injury_body";
  2238. };
  2239. class HitChest: HitDiaphragm
  2240. {
  2241. armor = 1;
  2242. depends = "0";
  2243. explosionShielding = 6;
  2244. material = -1;
  2245. minimalHit = 0.01;
  2246. name = "spine3";
  2247. passThrough = 0.8;
  2248. radius = 0.18;
  2249. visual = "injury_body";
  2250. };
  2251. class HitBody: HitChest
  2252. {
  2253. armor = 1000;
  2254. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2255. explosionShielding = 6;
  2256. material = -1;
  2257. minimalHit = 0.01;
  2258. name = "body";
  2259. passThrough = 1;
  2260. radius = 0;
  2261. visual = "injury_body";
  2262. };
  2263. class HitArms
  2264. {
  2265. armor = 3;
  2266. depends = "0";
  2267. explosionShielding = 1;
  2268. material = -1;
  2269. minimalHit = 0.01;
  2270. name = "arms";
  2271. passThrough = 1;
  2272. radius = 0.1;
  2273. visual = "injury_hands";
  2274. };
  2275. class HitHands: HitArms
  2276. {
  2277. armor = 3;
  2278. depends = "HitArms";
  2279. explosionShielding = 1;
  2280. material = -1;
  2281. minimalHit = 0.01;
  2282. name = "hands";
  2283. passThrough = 1;
  2284. radius = 0.1;
  2285. visual = "injury_hands";
  2286. };
  2287. class HitLegs
  2288. {
  2289. armor = 3;
  2290. depends = "0";
  2291. explosionShielding = 1;
  2292. material = -1;
  2293. minimalHit = 0.01;
  2294. name = "legs";
  2295. passThrough = 1;
  2296. radius = 0.14;
  2297. visual = "injury_legs";
  2298. };
  2299. class Incapacitated
  2300. {
  2301. armor = 1000;
  2302. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2303. explosionShielding = 1;
  2304. material = -1;
  2305. minimalHit = 0;
  2306. name = "body";
  2307. passThrough = 1;
  2308. radius = 0;
  2309. visual = "";
  2310. };
  2311. };
  2312. };
  2313. class SWOP_Mando_Uniform_red: O_Soldier_base_F
  2314. {
  2315. htMax = 1800;
  2316. htMin = 60;
  2317. class HitPoints
  2318. {
  2319. class HitFace
  2320. {
  2321. armor = 1;
  2322. explosionShielding = 0.1;
  2323. material = -1;
  2324. minimalHit = 0.01;
  2325. name = "face_hub";
  2326. passThrough = 0.8;
  2327. radius = 0.08;
  2328. };
  2329. class HitNeck: HitFace
  2330. {
  2331. armor = 1;
  2332. explosionShielding = 0.5;
  2333. material = -1;
  2334. minimalHit = 0.01;
  2335. name = "neck";
  2336. passThrough = 0.8;
  2337. radius = 0.1;
  2338. };
  2339. class HitHead: HitNeck
  2340. {
  2341. armor = 1;
  2342. depends = "HitFace max HitNeck";
  2343. explosionShielding = 0.5;
  2344. material = -1;
  2345. minimalHit = 0.01;
  2346. name = "head";
  2347. passThrough = 0.8;
  2348. radius = 0.2;
  2349. };
  2350. class HitPelvis
  2351. {
  2352. armor = 6;
  2353. depends = "0";
  2354. explosionShielding = 1;
  2355. material = -1;
  2356. minimalHit = 0.01;
  2357. name = "pelvis";
  2358. passThrough = 0.8;
  2359. radius = 0.24;
  2360. visual = "injury_body";
  2361. };
  2362. class HitAbdomen: HitPelvis
  2363. {
  2364. armor = 1;
  2365. depends = "0";
  2366. explosionShielding = 1;
  2367. material = -1;
  2368. minimalHit = 0.01;
  2369. name = "spine1";
  2370. passThrough = 0.8;
  2371. radius = 0.16;
  2372. visual = "injury_body";
  2373. };
  2374. class HitDiaphragm: HitAbdomen
  2375. {
  2376. armor = 1;
  2377. depends = "0";
  2378. explosionShielding = 6;
  2379. material = -1;
  2380. minimalHit = 0.01;
  2381. name = "spine2";
  2382. passThrough = 0.8;
  2383. radius = 0.18;
  2384. visual = "injury_body";
  2385. };
  2386. class HitChest: HitDiaphragm
  2387. {
  2388. armor = 1;
  2389. depends = "0";
  2390. explosionShielding = 6;
  2391. material = -1;
  2392. minimalHit = 0.01;
  2393. name = "spine3";
  2394. passThrough = 0.8;
  2395. radius = 0.18;
  2396. visual = "injury_body";
  2397. };
  2398. class HitBody: HitChest
  2399. {
  2400. armor = 1000;
  2401. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2402. explosionShielding = 6;
  2403. material = -1;
  2404. minimalHit = 0.01;
  2405. name = "body";
  2406. passThrough = 1;
  2407. radius = 0;
  2408. visual = "injury_body";
  2409. };
  2410. class HitArms
  2411. {
  2412. armor = 3;
  2413. depends = "0";
  2414. explosionShielding = 1;
  2415. material = -1;
  2416. minimalHit = 0.01;
  2417. name = "arms";
  2418. passThrough = 1;
  2419. radius = 0.1;
  2420. visual = "injury_hands";
  2421. };
  2422. class HitHands: HitArms
  2423. {
  2424. armor = 3;
  2425. depends = "HitArms";
  2426. explosionShielding = 1;
  2427. material = -1;
  2428. minimalHit = 0.01;
  2429. name = "hands";
  2430. passThrough = 1;
  2431. radius = 0.1;
  2432. visual = "injury_hands";
  2433. };
  2434. class HitLegs
  2435. {
  2436. armor = 3;
  2437. depends = "0";
  2438. explosionShielding = 1;
  2439. material = -1;
  2440. minimalHit = 0.01;
  2441. name = "legs";
  2442. passThrough = 1;
  2443. radius = 0.14;
  2444. visual = "injury_legs";
  2445. };
  2446. class Incapacitated
  2447. {
  2448. armor = 1000;
  2449. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2450. explosionShielding = 1;
  2451. material = -1;
  2452. minimalHit = 0;
  2453. name = "body";
  2454. passThrough = 1;
  2455. radius = 0;
  2456. visual = "";
  2457. };
  2458. };
  2459. };
  2460. class SWOP_StormTFO_F: O_Soldier_base_F
  2461. {
  2462. htMax = 1800;
  2463. htMin = 60;
  2464. class HitPoints
  2465. {
  2466. class HitFace
  2467. {
  2468. armor = 1;
  2469. explosionShielding = 0.1;
  2470. material = -1;
  2471. minimalHit = 0.01;
  2472. name = "face_hub";
  2473. passThrough = 0.8;
  2474. radius = 0.08;
  2475. };
  2476. class HitNeck: HitFace
  2477. {
  2478. armor = 1;
  2479. explosionShielding = 0.5;
  2480. material = -1;
  2481. minimalHit = 0.01;
  2482. name = "neck";
  2483. passThrough = 0.8;
  2484. radius = 0.1;
  2485. };
  2486. class HitHead: HitNeck
  2487. {
  2488. armor = 1;
  2489. depends = "HitFace max HitNeck";
  2490. explosionShielding = 0.5;
  2491. material = -1;
  2492. minimalHit = 0.01;
  2493. name = "head";
  2494. passThrough = 0.8;
  2495. radius = 0.2;
  2496. };
  2497. class HitPelvis
  2498. {
  2499. armor = 6;
  2500. depends = "0";
  2501. explosionShielding = 1;
  2502. material = -1;
  2503. minimalHit = 0.01;
  2504. name = "pelvis";
  2505. passThrough = 0.8;
  2506. radius = 0.24;
  2507. visual = "injury_body";
  2508. };
  2509. class HitAbdomen: HitPelvis
  2510. {
  2511. armor = 1;
  2512. depends = "0";
  2513. explosionShielding = 1;
  2514. material = -1;
  2515. minimalHit = 0.01;
  2516. name = "spine1";
  2517. passThrough = 0.8;
  2518. radius = 0.16;
  2519. visual = "injury_body";
  2520. };
  2521. class HitDiaphragm: HitAbdomen
  2522. {
  2523. armor = 1;
  2524. depends = "0";
  2525. explosionShielding = 6;
  2526. material = -1;
  2527. minimalHit = 0.01;
  2528. name = "spine2";
  2529. passThrough = 0.8;
  2530. radius = 0.18;
  2531. visual = "injury_body";
  2532. };
  2533. class HitChest: HitDiaphragm
  2534. {
  2535. armor = 1;
  2536. depends = "0";
  2537. explosionShielding = 6;
  2538. material = -1;
  2539. minimalHit = 0.01;
  2540. name = "spine3";
  2541. passThrough = 0.8;
  2542. radius = 0.18;
  2543. visual = "injury_body";
  2544. };
  2545. class HitBody: HitChest
  2546. {
  2547. armor = 1000;
  2548. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2549. explosionShielding = 6;
  2550. material = -1;
  2551. minimalHit = 0.01;
  2552. name = "body";
  2553. passThrough = 1;
  2554. radius = 0;
  2555. visual = "injury_body";
  2556. };
  2557. class HitArms
  2558. {
  2559. armor = 3;
  2560. depends = "0";
  2561. explosionShielding = 1;
  2562. material = -1;
  2563. minimalHit = 0.01;
  2564. name = "arms";
  2565. passThrough = 1;
  2566. radius = 0.1;
  2567. visual = "injury_hands";
  2568. };
  2569. class HitHands: HitArms
  2570. {
  2571. armor = 3;
  2572. depends = "HitArms";
  2573. explosionShielding = 1;
  2574. material = -1;
  2575. minimalHit = 0.01;
  2576. name = "hands";
  2577. passThrough = 1;
  2578. radius = 0.1;
  2579. visual = "injury_hands";
  2580. };
  2581. class HitLegs
  2582. {
  2583. armor = 3;
  2584. depends = "0";
  2585. explosionShielding = 1;
  2586. material = -1;
  2587. minimalHit = 0.01;
  2588. name = "legs";
  2589. passThrough = 1;
  2590. radius = 0.14;
  2591. visual = "injury_legs";
  2592. };
  2593. class Incapacitated
  2594. {
  2595. armor = 1000;
  2596. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2597. explosionShielding = 1;
  2598. material = -1;
  2599. minimalHit = 0;
  2600. name = "body";
  2601. passThrough = 1;
  2602. radius = 0;
  2603. visual = "";
  2604. };
  2605. };
  2606. };
  2607. class SWOP_StormTFO_Exec_F: O_Soldier_base_F
  2608. {
  2609. htMax = 1800;
  2610. htMin = 60;
  2611. class HitPoints
  2612. {
  2613. class HitFace
  2614. {
  2615. armor = 1;
  2616. explosionShielding = 0.1;
  2617. material = -1;
  2618. minimalHit = 0.01;
  2619. name = "face_hub";
  2620. passThrough = 0.8;
  2621. radius = 0.08;
  2622. };
  2623. class HitNeck: HitFace
  2624. {
  2625. armor = 1;
  2626. explosionShielding = 0.5;
  2627. material = -1;
  2628. minimalHit = 0.01;
  2629. name = "neck";
  2630. passThrough = 0.8;
  2631. radius = 0.1;
  2632. };
  2633. class HitHead: HitNeck
  2634. {
  2635. armor = 1;
  2636. depends = "HitFace max HitNeck";
  2637. explosionShielding = 0.5;
  2638. material = -1;
  2639. minimalHit = 0.01;
  2640. name = "head";
  2641. passThrough = 0.8;
  2642. radius = 0.2;
  2643. };
  2644. class HitPelvis
  2645. {
  2646. armor = 6;
  2647. depends = "0";
  2648. explosionShielding = 1;
  2649. material = -1;
  2650. minimalHit = 0.01;
  2651. name = "pelvis";
  2652. passThrough = 0.8;
  2653. radius = 0.24;
  2654. visual = "injury_body";
  2655. };
  2656. class HitAbdomen: HitPelvis
  2657. {
  2658. armor = 1;
  2659. depends = "0";
  2660. explosionShielding = 1;
  2661. material = -1;
  2662. minimalHit = 0.01;
  2663. name = "spine1";
  2664. passThrough = 0.8;
  2665. radius = 0.16;
  2666. visual = "injury_body";
  2667. };
  2668. class HitDiaphragm: HitAbdomen
  2669. {
  2670. armor = 1;
  2671. depends = "0";
  2672. explosionShielding = 6;
  2673. material = -1;
  2674. minimalHit = 0.01;
  2675. name = "spine2";
  2676. passThrough = 0.8;
  2677. radius = 0.18;
  2678. visual = "injury_body";
  2679. };
  2680. class HitChest: HitDiaphragm
  2681. {
  2682. armor = 1;
  2683. depends = "0";
  2684. explosionShielding = 6;
  2685. material = -1;
  2686. minimalHit = 0.01;
  2687. name = "spine3";
  2688. passThrough = 0.8;
  2689. radius = 0.18;
  2690. visual = "injury_body";
  2691. };
  2692. class HitBody: HitChest
  2693. {
  2694. armor = 1000;
  2695. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2696. explosionShielding = 6;
  2697. material = -1;
  2698. minimalHit = 0.01;
  2699. name = "body";
  2700. passThrough = 1;
  2701. radius = 0;
  2702. visual = "injury_body";
  2703. };
  2704. class HitArms
  2705. {
  2706. armor = 3;
  2707. depends = "0";
  2708. explosionShielding = 1;
  2709. material = -1;
  2710. minimalHit = 0.01;
  2711. name = "arms";
  2712. passThrough = 1;
  2713. radius = 0.1;
  2714. visual = "injury_hands";
  2715. };
  2716. class HitHands: HitArms
  2717. {
  2718. armor = 3;
  2719. depends = "HitArms";
  2720. explosionShielding = 1;
  2721. material = -1;
  2722. minimalHit = 0.01;
  2723. name = "hands";
  2724. passThrough = 1;
  2725. radius = 0.1;
  2726. visual = "injury_hands";
  2727. };
  2728. class HitLegs
  2729. {
  2730. armor = 3;
  2731. depends = "0";
  2732. explosionShielding = 1;
  2733. material = -1;
  2734. minimalHit = 0.01;
  2735. name = "legs";
  2736. passThrough = 1;
  2737. radius = 0.14;
  2738. visual = "injury_legs";
  2739. };
  2740. class Incapacitated
  2741. {
  2742. armor = 1000;
  2743. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2744. explosionShielding = 1;
  2745. material = -1;
  2746. minimalHit = 0;
  2747. name = "body";
  2748. passThrough = 1;
  2749. radius = 0;
  2750. visual = "";
  2751. };
  2752. };
  2753. };
  2754. class SWOP_ST_clear_F: O_Soldier_base_F
  2755. {
  2756. htMax = 1800;
  2757. htMin = 60;
  2758. class HitPoints
  2759. {
  2760. class HitFace
  2761. {
  2762. armor = 1;
  2763. explosionShielding = 0.1;
  2764. material = -1;
  2765. minimalHit = 0.01;
  2766. name = "face_hub";
  2767. passThrough = 0.8;
  2768. radius = 0.08;
  2769. };
  2770. class HitNeck: HitFace
  2771. {
  2772. armor = 1;
  2773. explosionShielding = 0.5;
  2774. material = -1;
  2775. minimalHit = 0.01;
  2776. name = "neck";
  2777. passThrough = 0.8;
  2778. radius = 0.1;
  2779. };
  2780. class HitHead: HitNeck
  2781. {
  2782. armor = 1;
  2783. depends = "HitFace max HitNeck";
  2784. explosionShielding = 0.5;
  2785. material = -1;
  2786. minimalHit = 0.01;
  2787. name = "head";
  2788. passThrough = 0.8;
  2789. radius = 0.2;
  2790. };
  2791. class HitPelvis
  2792. {
  2793. armor = 6;
  2794. depends = "0";
  2795. explosionShielding = 1;
  2796. material = -1;
  2797. minimalHit = 0.01;
  2798. name = "pelvis";
  2799. passThrough = 0.8;
  2800. radius = 0.24;
  2801. visual = "injury_body";
  2802. };
  2803. class HitAbdomen: HitPelvis
  2804. {
  2805. armor = 1;
  2806. depends = "0";
  2807. explosionShielding = 1;
  2808. material = -1;
  2809. minimalHit = 0.01;
  2810. name = "spine1";
  2811. passThrough = 0.8;
  2812. radius = 0.16;
  2813. visual = "injury_body";
  2814. };
  2815. class HitDiaphragm: HitAbdomen
  2816. {
  2817. armor = 1;
  2818. depends = "0";
  2819. explosionShielding = 6;
  2820. material = -1;
  2821. minimalHit = 0.01;
  2822. name = "spine2";
  2823. passThrough = 0.8;
  2824. radius = 0.18;
  2825. visual = "injury_body";
  2826. };
  2827. class HitChest: HitDiaphragm
  2828. {
  2829. armor = 1;
  2830. depends = "0";
  2831. explosionShielding = 6;
  2832. material = -1;
  2833. minimalHit = 0.01;
  2834. name = "spine3";
  2835. passThrough = 0.8;
  2836. radius = 0.18;
  2837. visual = "injury_body";
  2838. };
  2839. class HitBody: HitChest
  2840. {
  2841. armor = 1000;
  2842. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2843. explosionShielding = 6;
  2844. material = -1;
  2845. minimalHit = 0.01;
  2846. name = "body";
  2847. passThrough = 1;
  2848. radius = 0;
  2849. visual = "injury_body";
  2850. };
  2851. class HitArms
  2852. {
  2853. armor = 3;
  2854. depends = "0";
  2855. explosionShielding = 1;
  2856. material = -1;
  2857. minimalHit = 0.01;
  2858. name = "arms";
  2859. passThrough = 1;
  2860. radius = 0.1;
  2861. visual = "injury_hands";
  2862. };
  2863. class HitHands: HitArms
  2864. {
  2865. armor = 3;
  2866. depends = "HitArms";
  2867. explosionShielding = 1;
  2868. material = -1;
  2869. minimalHit = 0.01;
  2870. name = "hands";
  2871. passThrough = 1;
  2872. radius = 0.1;
  2873. visual = "injury_hands";
  2874. };
  2875. class HitLegs
  2876. {
  2877. armor = 3;
  2878. depends = "0";
  2879. explosionShielding = 1;
  2880. material = -1;
  2881. minimalHit = 0.01;
  2882. name = "legs";
  2883. passThrough = 1;
  2884. radius = 0.14;
  2885. visual = "injury_legs";
  2886. };
  2887. class Incapacitated
  2888. {
  2889. armor = 1000;
  2890. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2891. explosionShielding = 1;
  2892. material = -1;
  2893. minimalHit = 0;
  2894. name = "body";
  2895. passThrough = 1;
  2896. radius = 0;
  2897. visual = "";
  2898. };
  2899. };
  2900. };
  2901. class SWOP_ST_jump_F: O_Soldier_base_F
  2902. {
  2903. htMax = 1800;
  2904. htMin = 60;
  2905. class HitPoints
  2906. {
  2907. class HitFace
  2908. {
  2909. armor = 1;
  2910. explosionShielding = 0.1;
  2911. material = -1;
  2912. minimalHit = 0.01;
  2913. name = "face_hub";
  2914. passThrough = 0.8;
  2915. radius = 0.08;
  2916. };
  2917. class HitNeck: HitFace
  2918. {
  2919. armor = 1;
  2920. explosionShielding = 0.5;
  2921. material = -1;
  2922. minimalHit = 0.01;
  2923. name = "neck";
  2924. passThrough = 0.8;
  2925. radius = 0.1;
  2926. };
  2927. class HitHead: HitNeck
  2928. {
  2929. armor = 1;
  2930. depends = "HitFace max HitNeck";
  2931. explosionShielding = 0.5;
  2932. material = -1;
  2933. minimalHit = 0.01;
  2934. name = "head";
  2935. passThrough = 0.8;
  2936. radius = 0.2;
  2937. };
  2938. class HitPelvis
  2939. {
  2940. armor = 6;
  2941. depends = "0";
  2942. explosionShielding = 1;
  2943. material = -1;
  2944. minimalHit = 0.01;
  2945. name = "pelvis";
  2946. passThrough = 0.8;
  2947. radius = 0.24;
  2948. visual = "injury_body";
  2949. };
  2950. class HitAbdomen: HitPelvis
  2951. {
  2952. armor = 1;
  2953. depends = "0";
  2954. explosionShielding = 1;
  2955. material = -1;
  2956. minimalHit = 0.01;
  2957. name = "spine1";
  2958. passThrough = 0.8;
  2959. radius = 0.16;
  2960. visual = "injury_body";
  2961. };
  2962. class HitDiaphragm: HitAbdomen
  2963. {
  2964. armor = 1;
  2965. depends = "0";
  2966. explosionShielding = 6;
  2967. material = -1;
  2968. minimalHit = 0.01;
  2969. name = "spine2";
  2970. passThrough = 0.8;
  2971. radius = 0.18;
  2972. visual = "injury_body";
  2973. };
  2974. class HitChest: HitDiaphragm
  2975. {
  2976. armor = 1;
  2977. depends = "0";
  2978. explosionShielding = 6;
  2979. material = -1;
  2980. minimalHit = 0.01;
  2981. name = "spine3";
  2982. passThrough = 0.8;
  2983. radius = 0.18;
  2984. visual = "injury_body";
  2985. };
  2986. class HitBody: HitChest
  2987. {
  2988. armor = 1000;
  2989. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2990. explosionShielding = 6;
  2991. material = -1;
  2992. minimalHit = 0.01;
  2993. name = "body";
  2994. passThrough = 1;
  2995. radius = 0;
  2996. visual = "injury_body";
  2997. };
  2998. class HitArms
  2999. {
  3000. armor = 3;
  3001. depends = "0";
  3002. explosionShielding = 1;
  3003. material = -1;
  3004. minimalHit = 0.01;
  3005. name = "arms";
  3006. passThrough = 1;
  3007. radius = 0.1;
  3008. visual = "injury_hands";
  3009. };
  3010. class HitHands: HitArms
  3011. {
  3012. armor = 3;
  3013. depends = "HitArms";
  3014. explosionShielding = 1;
  3015. material = -1;
  3016. minimalHit = 0.01;
  3017. name = "hands";
  3018. passThrough = 1;
  3019. radius = 0.1;
  3020. visual = "injury_hands";
  3021. };
  3022. class HitLegs
  3023. {
  3024. armor = 3;
  3025. depends = "0";
  3026. explosionShielding = 1;
  3027. material = -1;
  3028. minimalHit = 0.01;
  3029. name = "legs";
  3030. passThrough = 1;
  3031. radius = 0.14;
  3032. visual = "injury_legs";
  3033. };
  3034. class Incapacitated
  3035. {
  3036. armor = 1000;
  3037. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3038. explosionShielding = 1;
  3039. material = -1;
  3040. minimalHit = 0;
  3041. name = "body";
  3042. passThrough = 1;
  3043. radius = 0;
  3044. visual = "";
  3045. };
  3046. };
  3047. };
  3048. class SWOP_GreClothes_reb_F: O_Soldier_base_F
  3049. {
  3050. htMax = 1800;
  3051. htMin = 60;
  3052. class HitPoints
  3053. {
  3054. class HitFace
  3055. {
  3056. armor = 1;
  3057. explosionShielding = 0.1;
  3058. material = -1;
  3059. minimalHit = 0.01;
  3060. name = "face_hub";
  3061. passThrough = 0.8;
  3062. radius = 0.08;
  3063. };
  3064. class HitNeck: HitFace
  3065. {
  3066. armor = 1;
  3067. explosionShielding = 0.5;
  3068. material = -1;
  3069. minimalHit = 0.01;
  3070. name = "neck";
  3071. passThrough = 0.8;
  3072. radius = 0.1;
  3073. };
  3074. class HitHead: HitNeck
  3075. {
  3076. armor = 1;
  3077. depends = "HitFace max HitNeck";
  3078. explosionShielding = 0.5;
  3079. material = -1;
  3080. minimalHit = 0.01;
  3081. name = "head";
  3082. passThrough = 0.8;
  3083. radius = 0.2;
  3084. };
  3085. class HitPelvis
  3086. {
  3087. armor = 6;
  3088. depends = "0";
  3089. explosionShielding = 1;
  3090. material = -1;
  3091. minimalHit = 0.01;
  3092. name = "pelvis";
  3093. passThrough = 0.8;
  3094. radius = 0.24;
  3095. visual = "injury_body";
  3096. };
  3097. class HitAbdomen: HitPelvis
  3098. {
  3099. armor = 1;
  3100. depends = "0";
  3101. explosionShielding = 1;
  3102. material = -1;
  3103. minimalHit = 0.01;
  3104. name = "spine1";
  3105. passThrough = 0.8;
  3106. radius = 0.16;
  3107. visual = "injury_body";
  3108. };
  3109. class HitDiaphragm: HitAbdomen
  3110. {
  3111. armor = 1;
  3112. depends = "0";
  3113. explosionShielding = 6;
  3114. material = -1;
  3115. minimalHit = 0.01;
  3116. name = "spine2";
  3117. passThrough = 0.8;
  3118. radius = 0.18;
  3119. visual = "injury_body";
  3120. };
  3121. class HitChest: HitDiaphragm
  3122. {
  3123. armor = 1;
  3124. depends = "0";
  3125. explosionShielding = 6;
  3126. material = -1;
  3127. minimalHit = 0.01;
  3128. name = "spine3";
  3129. passThrough = 0.8;
  3130. radius = 0.18;
  3131. visual = "injury_body";
  3132. };
  3133. class HitBody: HitChest
  3134. {
  3135. armor = 1000;
  3136. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3137. explosionShielding = 6;
  3138. material = -1;
  3139. minimalHit = 0.01;
  3140. name = "body";
  3141. passThrough = 1;
  3142. radius = 0;
  3143. visual = "injury_body";
  3144. };
  3145. class HitArms
  3146. {
  3147. armor = 3;
  3148. depends = "0";
  3149. explosionShielding = 1;
  3150. material = -1;
  3151. minimalHit = 0.01;
  3152. name = "arms";
  3153. passThrough = 1;
  3154. radius = 0.1;
  3155. visual = "injury_hands";
  3156. };
  3157. class HitHands: HitArms
  3158. {
  3159. armor = 3;
  3160. depends = "HitArms";
  3161. explosionShielding = 1;
  3162. material = -1;
  3163. minimalHit = 0.01;
  3164. name = "hands";
  3165. passThrough = 1;
  3166. radius = 0.1;
  3167. visual = "injury_hands";
  3168. };
  3169. class HitLegs
  3170. {
  3171. armor = 3;
  3172. depends = "0";
  3173. explosionShielding = 1;
  3174. material = -1;
  3175. minimalHit = 0.01;
  3176. name = "legs";
  3177. passThrough = 1;
  3178. radius = 0.14;
  3179. visual = "injury_legs";
  3180. };
  3181. class Incapacitated
  3182. {
  3183. armor = 1000;
  3184. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3185. explosionShielding = 1;
  3186. material = -1;
  3187. minimalHit = 0;
  3188. name = "body";
  3189. passThrough = 1;
  3190. radius = 0;
  3191. visual = "";
  3192. };
  3193. };
  3194. };
  3195. class SWOP_Reb_f_DB_F: O_Soldier_base_F
  3196. {
  3197. htMax = 1800;
  3198. htMin = 60;
  3199. class HitPoints
  3200. {
  3201. class HitFace
  3202. {
  3203. armor = 1;
  3204. explosionShielding = 0.1;
  3205. material = -1;
  3206. minimalHit = 0.01;
  3207. name = "face_hub";
  3208. passThrough = 0.8;
  3209. radius = 0.08;
  3210. };
  3211. class HitNeck: HitFace
  3212. {
  3213. armor = 1;
  3214. explosionShielding = 0.5;
  3215. material = -1;
  3216. minimalHit = 0.01;
  3217. name = "neck";
  3218. passThrough = 0.8;
  3219. radius = 0.1;
  3220. };
  3221. class HitHead: HitNeck
  3222. {
  3223. armor = 1;
  3224. depends = "HitFace max HitNeck";
  3225. explosionShielding = 0.5;
  3226. material = -1;
  3227. minimalHit = 0.01;
  3228. name = "head";
  3229. passThrough = 0.8;
  3230. radius = 0.2;
  3231. };
  3232. class HitPelvis
  3233. {
  3234. armor = 6;
  3235. depends = "0";
  3236. explosionShielding = 1;
  3237. material = -1;
  3238. minimalHit = 0.01;
  3239. name = "pelvis";
  3240. passThrough = 0.8;
  3241. radius = 0.24;
  3242. visual = "injury_body";
  3243. };
  3244. class HitAbdomen: HitPelvis
  3245. {
  3246. armor = 1;
  3247. depends = "0";
  3248. explosionShielding = 1;
  3249. material = -1;
  3250. minimalHit = 0.01;
  3251. name = "spine1";
  3252. passThrough = 0.8;
  3253. radius = 0.16;
  3254. visual = "injury_body";
  3255. };
  3256. class HitDiaphragm: HitAbdomen
  3257. {
  3258. armor = 1;
  3259. depends = "0";
  3260. explosionShielding = 6;
  3261. material = -1;
  3262. minimalHit = 0.01;
  3263. name = "spine2";
  3264. passThrough = 0.8;
  3265. radius = 0.18;
  3266. visual = "injury_body";
  3267. };
  3268. class HitChest: HitDiaphragm
  3269. {
  3270. armor = 1;
  3271. depends = "0";
  3272. explosionShielding = 6;
  3273. material = -1;
  3274. minimalHit = 0.01;
  3275. name = "spine3";
  3276. passThrough = 0.8;
  3277. radius = 0.18;
  3278. visual = "injury_body";
  3279. };
  3280. class HitBody: HitChest
  3281. {
  3282. armor = 1000;
  3283. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3284. explosionShielding = 6;
  3285. material = -1;
  3286. minimalHit = 0.01;
  3287. name = "body";
  3288. passThrough = 1;
  3289. radius = 0;
  3290. visual = "injury_body";
  3291. };
  3292. class HitArms
  3293. {
  3294. armor = 3;
  3295. depends = "0";
  3296. explosionShielding = 1;
  3297. material = -1;
  3298. minimalHit = 0.01;
  3299. name = "arms";
  3300. passThrough = 1;
  3301. radius = 0.1;
  3302. visual = "injury_hands";
  3303. };
  3304. class HitHands: HitArms
  3305. {
  3306. armor = 3;
  3307. depends = "HitArms";
  3308. explosionShielding = 1;
  3309. material = -1;
  3310. minimalHit = 0.01;
  3311. name = "hands";
  3312. passThrough = 1;
  3313. radius = 0.1;
  3314. visual = "injury_hands";
  3315. };
  3316. class HitLegs
  3317. {
  3318. armor = 3;
  3319. depends = "0";
  3320. explosionShielding = 1;
  3321. material = -1;
  3322. minimalHit = 0.01;
  3323. name = "legs";
  3324. passThrough = 1;
  3325. radius = 0.14;
  3326. visual = "injury_legs";
  3327. };
  3328. class Incapacitated
  3329. {
  3330. armor = 1000;
  3331. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3332. explosionShielding = 1;
  3333. material = -1;
  3334. minimalHit = 0;
  3335. name = "body";
  3336. passThrough = 1;
  3337. radius = 0;
  3338. visual = "";
  3339. };
  3340. };
  3341. };
  3342. class SWOP_Reb_f_WB_F: O_Soldier_base_F
  3343. {
  3344. htMax = 1800;
  3345. htMin = 60;
  3346. class HitPoints
  3347. {
  3348. class HitFace
  3349. {
  3350. armor = 1;
  3351. explosionShielding = 0.1;
  3352. material = -1;
  3353. minimalHit = 0.01;
  3354. name = "face_hub";
  3355. passThrough = 0.8;
  3356. radius = 0.08;
  3357. };
  3358. class HitNeck: HitFace
  3359. {
  3360. armor = 1;
  3361. explosionShielding = 0.5;
  3362. material = -1;
  3363. minimalHit = 0.01;
  3364. name = "neck";
  3365. passThrough = 0.8;
  3366. radius = 0.1;
  3367. };
  3368. class HitHead: HitNeck
  3369. {
  3370. armor = 1;
  3371. depends = "HitFace max HitNeck";
  3372. explosionShielding = 0.5;
  3373. material = -1;
  3374. minimalHit = 0.01;
  3375. name = "head";
  3376. passThrough = 0.8;
  3377. radius = 0.2;
  3378. };
  3379. class HitPelvis
  3380. {
  3381. armor = 6;
  3382. depends = "0";
  3383. explosionShielding = 1;
  3384. material = -1;
  3385. minimalHit = 0.01;
  3386. name = "pelvis";
  3387. passThrough = 0.8;
  3388. radius = 0.24;
  3389. visual = "injury_body";
  3390. };
  3391. class HitAbdomen: HitPelvis
  3392. {
  3393. armor = 1;
  3394. depends = "0";
  3395. explosionShielding = 1;
  3396. material = -1;
  3397. minimalHit = 0.01;
  3398. name = "spine1";
  3399. passThrough = 0.8;
  3400. radius = 0.16;
  3401. visual = "injury_body";
  3402. };
  3403. class HitDiaphragm: HitAbdomen
  3404. {
  3405. armor = 1;
  3406. depends = "0";
  3407. explosionShielding = 6;
  3408. material = -1;
  3409. minimalHit = 0.01;
  3410. name = "spine2";
  3411. passThrough = 0.8;
  3412. radius = 0.18;
  3413. visual = "injury_body";
  3414. };
  3415. class HitChest: HitDiaphragm
  3416. {
  3417. armor = 1;
  3418. depends = "0";
  3419. explosionShielding = 6;
  3420. material = -1;
  3421. minimalHit = 0.01;
  3422. name = "spine3";
  3423. passThrough = 0.8;
  3424. radius = 0.18;
  3425. visual = "injury_body";
  3426. };
  3427. class HitBody: HitChest
  3428. {
  3429. armor = 1000;
  3430. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3431. explosionShielding = 6;
  3432. material = -1;
  3433. minimalHit = 0.01;
  3434. name = "body";
  3435. passThrough = 1;
  3436. radius = 0;
  3437. visual = "injury_body";
  3438. };
  3439. class HitArms
  3440. {
  3441. armor = 3;
  3442. depends = "0";
  3443. explosionShielding = 1;
  3444. material = -1;
  3445. minimalHit = 0.01;
  3446. name = "arms";
  3447. passThrough = 1;
  3448. radius = 0.1;
  3449. visual = "injury_hands";
  3450. };
  3451. class HitHands: HitArms
  3452. {
  3453. armor = 3;
  3454. depends = "HitArms";
  3455. explosionShielding = 1;
  3456. material = -1;
  3457. minimalHit = 0.01;
  3458. name = "hands";
  3459. passThrough = 1;
  3460. radius = 0.1;
  3461. visual = "injury_hands";
  3462. };
  3463. class HitLegs
  3464. {
  3465. armor = 3;
  3466. depends = "0";
  3467. explosionShielding = 1;
  3468. material = -1;
  3469. minimalHit = 0.01;
  3470. name = "legs";
  3471. passThrough = 1;
  3472. radius = 0.14;
  3473. visual = "injury_legs";
  3474. };
  3475. class Incapacitated
  3476. {
  3477. armor = 1000;
  3478. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3479. explosionShielding = 1;
  3480. material = -1;
  3481. minimalHit = 0;
  3482. name = "body";
  3483. passThrough = 1;
  3484. radius = 0;
  3485. visual = "";
  3486. };
  3487. };
  3488. };
  3489. class SWOP_RebU_F: O_Soldier_base_F
  3490. {
  3491. htMax = 1800;
  3492. htMin = 60;
  3493. class HitPoints
  3494. {
  3495. class HitFace
  3496. {
  3497. armor = 1;
  3498. explosionShielding = 0.1;
  3499. material = -1;
  3500. minimalHit = 0.01;
  3501. name = "face_hub";
  3502. passThrough = 0.8;
  3503. radius = 0.08;
  3504. };
  3505. class HitNeck: HitFace
  3506. {
  3507. armor = 1;
  3508. explosionShielding = 0.5;
  3509. material = -1;
  3510. minimalHit = 0.01;
  3511. name = "neck";
  3512. passThrough = 0.8;
  3513. radius = 0.1;
  3514. };
  3515. class HitHead: HitNeck
  3516. {
  3517. armor = 1;
  3518. depends = "HitFace max HitNeck";
  3519. explosionShielding = 0.5;
  3520. material = -1;
  3521. minimalHit = 0.01;
  3522. name = "head";
  3523. passThrough = 0.8;
  3524. radius = 0.2;
  3525. };
  3526. class HitPelvis
  3527. {
  3528. armor = 6;
  3529. depends = "0";
  3530. explosionShielding = 1;
  3531. material = -1;
  3532. minimalHit = 0.01;
  3533. name = "pelvis";
  3534. passThrough = 0.8;
  3535. radius = 0.24;
  3536. visual = "injury_body";
  3537. };
  3538. class HitAbdomen: HitPelvis
  3539. {
  3540. armor = 1;
  3541. depends = "0";
  3542. explosionShielding = 1;
  3543. material = -1;
  3544. minimalHit = 0.01;
  3545. name = "spine1";
  3546. passThrough = 0.8;
  3547. radius = 0.16;
  3548. visual = "injury_body";
  3549. };
  3550. class HitDiaphragm: HitAbdomen
  3551. {
  3552. armor = 1;
  3553. depends = "0";
  3554. explosionShielding = 6;
  3555. material = -1;
  3556. minimalHit = 0.01;
  3557. name = "spine2";
  3558. passThrough = 0.8;
  3559. radius = 0.18;
  3560. visual = "injury_body";
  3561. };
  3562. class HitChest: HitDiaphragm
  3563. {
  3564. armor = 1;
  3565. depends = "0";
  3566. explosionShielding = 6;
  3567. material = -1;
  3568. minimalHit = 0.01;
  3569. name = "spine3";
  3570. passThrough = 0.8;
  3571. radius = 0.18;
  3572. visual = "injury_body";
  3573. };
  3574. class HitBody: HitChest
  3575. {
  3576. armor = 1000;
  3577. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3578. explosionShielding = 6;
  3579. material = -1;
  3580. minimalHit = 0.01;
  3581. name = "body";
  3582. passThrough = 1;
  3583. radius = 0;
  3584. visual = "injury_body";
  3585. };
  3586. class HitArms
  3587. {
  3588. armor = 3;
  3589. depends = "0";
  3590. explosionShielding = 1;
  3591. material = -1;
  3592. minimalHit = 0.01;
  3593. name = "arms";
  3594. passThrough = 1;
  3595. radius = 0.1;
  3596. visual = "injury_hands";
  3597. };
  3598. class HitHands: HitArms
  3599. {
  3600. armor = 3;
  3601. depends = "HitArms";
  3602. explosionShielding = 1;
  3603. material = -1;
  3604. minimalHit = 0.01;
  3605. name = "hands";
  3606. passThrough = 1;
  3607. radius = 0.1;
  3608. visual = "injury_hands";
  3609. };
  3610. class HitLegs
  3611. {
  3612. armor = 3;
  3613. depends = "0";
  3614. explosionShielding = 1;
  3615. material = -1;
  3616. minimalHit = 0.01;
  3617. name = "legs";
  3618. passThrough = 1;
  3619. radius = 0.14;
  3620. visual = "injury_legs";
  3621. };
  3622. class Incapacitated
  3623. {
  3624. armor = 1000;
  3625. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3626. explosionShielding = 1;
  3627. material = -1;
  3628. minimalHit = 0;
  3629. name = "body";
  3630. passThrough = 1;
  3631. radius = 0;
  3632. visual = "";
  3633. };
  3634. };
  3635. };
  3636. class SWOP_RebT_F: O_Soldier_base_F
  3637. {
  3638. htMax = 1800;
  3639. htMin = 60;
  3640. class HitPoints
  3641. {
  3642. class HitFace
  3643. {
  3644. armor = 1;
  3645. explosionShielding = 0.1;
  3646. material = -1;
  3647. minimalHit = 0.01;
  3648. name = "face_hub";
  3649. passThrough = 0.8;
  3650. radius = 0.08;
  3651. };
  3652. class HitNeck: HitFace
  3653. {
  3654. armor = 1;
  3655. explosionShielding = 0.5;
  3656. material = -1;
  3657. minimalHit = 0.01;
  3658. name = "neck";
  3659. passThrough = 0.8;
  3660. radius = 0.1;
  3661. };
  3662. class HitHead: HitNeck
  3663. {
  3664. armor = 1;
  3665. depends = "HitFace max HitNeck";
  3666. explosionShielding = 0.5;
  3667. material = -1;
  3668. minimalHit = 0.01;
  3669. name = "head";
  3670. passThrough = 0.8;
  3671. radius = 0.2;
  3672. };
  3673. class HitPelvis
  3674. {
  3675. armor = 6;
  3676. depends = "0";
  3677. explosionShielding = 1;
  3678. material = -1;
  3679. minimalHit = 0.01;
  3680. name = "pelvis";
  3681. passThrough = 0.8;
  3682. radius = 0.24;
  3683. visual = "injury_body";
  3684. };
  3685. class HitAbdomen: HitPelvis
  3686. {
  3687. armor = 1;
  3688. depends = "0";
  3689. explosionShielding = 1;
  3690. material = -1;
  3691. minimalHit = 0.01;
  3692. name = "spine1";
  3693. passThrough = 0.8;
  3694. radius = 0.16;
  3695. visual = "injury_body";
  3696. };
  3697. class HitDiaphragm: HitAbdomen
  3698. {
  3699. armor = 1;
  3700. depends = "0";
  3701. explosionShielding = 6;
  3702. material = -1;
  3703. minimalHit = 0.01;
  3704. name = "spine2";
  3705. passThrough = 0.8;
  3706. radius = 0.18;
  3707. visual = "injury_body";
  3708. };
  3709. class HitChest: HitDiaphragm
  3710. {
  3711. armor = 1;
  3712. depends = "0";
  3713. explosionShielding = 6;
  3714. material = -1;
  3715. minimalHit = 0.01;
  3716. name = "spine3";
  3717. passThrough = 0.8;
  3718. radius = 0.18;
  3719. visual = "injury_body";
  3720. };
  3721. class HitBody: HitChest
  3722. {
  3723. armor = 1000;
  3724. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3725. explosionShielding = 6;
  3726. material = -1;
  3727. minimalHit = 0.01;
  3728. name = "body";
  3729. passThrough = 1;
  3730. radius = 0;
  3731. visual = "injury_body";
  3732. };
  3733. class HitArms
  3734. {
  3735. armor = 3;
  3736. depends = "0";
  3737. explosionShielding = 1;
  3738. material = -1;
  3739. minimalHit = 0.01;
  3740. name = "arms";
  3741. passThrough = 1;
  3742. radius = 0.1;
  3743. visual = "injury_hands";
  3744. };
  3745. class HitHands: HitArms
  3746. {
  3747. armor = 3;
  3748. depends = "HitArms";
  3749. explosionShielding = 1;
  3750. material = -1;
  3751. minimalHit = 0.01;
  3752. name = "hands";
  3753. passThrough = 1;
  3754. radius = 0.1;
  3755. visual = "injury_hands";
  3756. };
  3757. class HitLegs
  3758. {
  3759. armor = 3;
  3760. depends = "0";
  3761. explosionShielding = 1;
  3762. material = -1;
  3763. minimalHit = 0.01;
  3764. name = "legs";
  3765. passThrough = 1;
  3766. radius = 0.14;
  3767. visual = "injury_legs";
  3768. };
  3769. class Incapacitated
  3770. {
  3771. armor = 1000;
  3772. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3773. explosionShielding = 1;
  3774. material = -1;
  3775. minimalHit = 0;
  3776. name = "body";
  3777. passThrough = 1;
  3778. radius = 0;
  3779. visual = "";
  3780. };
  3781. };
  3782. };
  3783. class SWOP_RebSc_Bl: O_Soldier_base_F
  3784. {
  3785. htMax = 1800;
  3786. htMin = 60;
  3787. class HitPoints
  3788. {
  3789. class HitFace
  3790. {
  3791. armor = 1;
  3792. explosionShielding = 0.1;
  3793. material = -1;
  3794. minimalHit = 0.01;
  3795. name = "face_hub";
  3796. passThrough = 0.8;
  3797. radius = 0.08;
  3798. };
  3799. class HitNeck: HitFace
  3800. {
  3801. armor = 1;
  3802. explosionShielding = 0.5;
  3803. material = -1;
  3804. minimalHit = 0.01;
  3805. name = "neck";
  3806. passThrough = 0.8;
  3807. radius = 0.1;
  3808. };
  3809. class HitHead: HitNeck
  3810. {
  3811. armor = 1;
  3812. depends = "HitFace max HitNeck";
  3813. explosionShielding = 0.5;
  3814. material = -1;
  3815. minimalHit = 0.01;
  3816. name = "head";
  3817. passThrough = 0.8;
  3818. radius = 0.2;
  3819. };
  3820. class HitPelvis
  3821. {
  3822. armor = 6;
  3823. depends = "0";
  3824. explosionShielding = 1;
  3825. material = -1;
  3826. minimalHit = 0.01;
  3827. name = "pelvis";
  3828. passThrough = 0.8;
  3829. radius = 0.24;
  3830. visual = "injury_body";
  3831. };
  3832. class HitAbdomen: HitPelvis
  3833. {
  3834. armor = 1;
  3835. depends = "0";
  3836. explosionShielding = 1;
  3837. material = -1;
  3838. minimalHit = 0.01;
  3839. name = "spine1";
  3840. passThrough = 0.8;
  3841. radius = 0.16;
  3842. visual = "injury_body";
  3843. };
  3844. class HitDiaphragm: HitAbdomen
  3845. {
  3846. armor = 1;
  3847. depends = "0";
  3848. explosionShielding = 6;
  3849. material = -1;
  3850. minimalHit = 0.01;
  3851. name = "spine2";
  3852. passThrough = 0.8;
  3853. radius = 0.18;
  3854. visual = "injury_body";
  3855. };
  3856. class HitChest: HitDiaphragm
  3857. {
  3858. armor = 1;
  3859. depends = "0";
  3860. explosionShielding = 6;
  3861. material = -1;
  3862. minimalHit = 0.01;
  3863. name = "spine3";
  3864. passThrough = 0.8;
  3865. radius = 0.18;
  3866. visual = "injury_body";
  3867. };
  3868. class HitBody: HitChest
  3869. {
  3870. armor = 1000;
  3871. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3872. explosionShielding = 6;
  3873. material = -1;
  3874. minimalHit = 0.01;
  3875. name = "body";
  3876. passThrough = 1;
  3877. radius = 0;
  3878. visual = "injury_body";
  3879. };
  3880. class HitArms
  3881. {
  3882. armor = 3;
  3883. depends = "0";
  3884. explosionShielding = 1;
  3885. material = -1;
  3886. minimalHit = 0.01;
  3887. name = "arms";
  3888. passThrough = 1;
  3889. radius = 0.1;
  3890. visual = "injury_hands";
  3891. };
  3892. class HitHands: HitArms
  3893. {
  3894. armor = 3;
  3895. depends = "HitArms";
  3896. explosionShielding = 1;
  3897. material = -1;
  3898. minimalHit = 0.01;
  3899. name = "hands";
  3900. passThrough = 1;
  3901. radius = 0.1;
  3902. visual = "injury_hands";
  3903. };
  3904. class HitLegs
  3905. {
  3906. armor = 3;
  3907. depends = "0";
  3908. explosionShielding = 1;
  3909. material = -1;
  3910. minimalHit = 0.01;
  3911. name = "legs";
  3912. passThrough = 1;
  3913. radius = 0.14;
  3914. visual = "injury_legs";
  3915. };
  3916. class Incapacitated
  3917. {
  3918. armor = 1000;
  3919. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3920. explosionShielding = 1;
  3921. material = -1;
  3922. minimalHit = 0;
  3923. name = "body";
  3924. passThrough = 1;
  3925. radius = 0;
  3926. visual = "";
  3927. };
  3928. };
  3929. };
  3930. class SWOP_RebSc_B: O_Soldier_base_F
  3931. {
  3932. htMax = 1800;
  3933. htMin = 60;
  3934. class HitPoints
  3935. {
  3936. class HitFace
  3937. {
  3938. armor = 1;
  3939. explosionShielding = 0.1;
  3940. material = -1;
  3941. minimalHit = 0.01;
  3942. name = "face_hub";
  3943. passThrough = 0.8;
  3944. radius = 0.08;
  3945. };
  3946. class HitNeck: HitFace
  3947. {
  3948. armor = 1;
  3949. explosionShielding = 0.5;
  3950. material = -1;
  3951. minimalHit = 0.01;
  3952. name = "neck";
  3953. passThrough = 0.8;
  3954. radius = 0.1;
  3955. };
  3956. class HitHead: HitNeck
  3957. {
  3958. armor = 1;
  3959. depends = "HitFace max HitNeck";
  3960. explosionShielding = 0.5;
  3961. material = -1;
  3962. minimalHit = 0.01;
  3963. name = "head";
  3964. passThrough = 0.8;
  3965. radius = 0.2;
  3966. };
  3967. class HitPelvis
  3968. {
  3969. armor = 6;
  3970. depends = "0";
  3971. explosionShielding = 1;
  3972. material = -1;
  3973. minimalHit = 0.01;
  3974. name = "pelvis";
  3975. passThrough = 0.8;
  3976. radius = 0.24;
  3977. visual = "injury_body";
  3978. };
  3979. class HitAbdomen: HitPelvis
  3980. {
  3981. armor = 1;
  3982. depends = "0";
  3983. explosionShielding = 1;
  3984. material = -1;
  3985. minimalHit = 0.01;
  3986. name = "spine1";
  3987. passThrough = 0.8;
  3988. radius = 0.16;
  3989. visual = "injury_body";
  3990. };
  3991. class HitDiaphragm: HitAbdomen
  3992. {
  3993. armor = 1;
  3994. depends = "0";
  3995. explosionShielding = 6;
  3996. material = -1;
  3997. minimalHit = 0.01;
  3998. name = "spine2";
  3999. passThrough = 0.8;
  4000. radius = 0.18;
  4001. visual = "injury_body";
  4002. };
  4003. class HitChest: HitDiaphragm
  4004. {
  4005. armor = 1;
  4006. depends = "0";
  4007. explosionShielding = 6;
  4008. material = -1;
  4009. minimalHit = 0.01;
  4010. name = "spine3";
  4011. passThrough = 0.8;
  4012. radius = 0.18;
  4013. visual = "injury_body";
  4014. };
  4015. class HitBody: HitChest
  4016. {
  4017. armor = 1000;
  4018. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4019. explosionShielding = 6;
  4020. material = -1;
  4021. minimalHit = 0.01;
  4022. name = "body";
  4023. passThrough = 1;
  4024. radius = 0;
  4025. visual = "injury_body";
  4026. };
  4027. class HitArms
  4028. {
  4029. armor = 3;
  4030. depends = "0";
  4031. explosionShielding = 1;
  4032. material = -1;
  4033. minimalHit = 0.01;
  4034. name = "arms";
  4035. passThrough = 1;
  4036. radius = 0.1;
  4037. visual = "injury_hands";
  4038. };
  4039. class HitHands: HitArms
  4040. {
  4041. armor = 3;
  4042. depends = "HitArms";
  4043. explosionShielding = 1;
  4044. material = -1;
  4045. minimalHit = 0.01;
  4046. name = "hands";
  4047. passThrough = 1;
  4048. radius = 0.1;
  4049. visual = "injury_hands";
  4050. };
  4051. class HitLegs
  4052. {
  4053. armor = 3;
  4054. depends = "0";
  4055. explosionShielding = 1;
  4056. material = -1;
  4057. minimalHit = 0.01;
  4058. name = "legs";
  4059. passThrough = 1;
  4060. radius = 0.14;
  4061. visual = "injury_legs";
  4062. };
  4063. class Incapacitated
  4064. {
  4065. armor = 1000;
  4066. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4067. explosionShielding = 1;
  4068. material = -1;
  4069. minimalHit = 0;
  4070. name = "body";
  4071. passThrough = 1;
  4072. radius = 0;
  4073. visual = "";
  4074. };
  4075. };
  4076. };
  4077. class SWOP_RebS_F: O_Soldier_base_F
  4078. {
  4079. htMax = 1800;
  4080. htMin = 60;
  4081. class HitPoints
  4082. {
  4083. class HitFace
  4084. {
  4085. armor = 1;
  4086. explosionShielding = 0.1;
  4087. material = -1;
  4088. minimalHit = 0.01;
  4089. name = "face_hub";
  4090. passThrough = 0.8;
  4091. radius = 0.08;
  4092. };
  4093. class HitNeck: HitFace
  4094. {
  4095. armor = 1;
  4096. explosionShielding = 0.5;
  4097. material = -1;
  4098. minimalHit = 0.01;
  4099. name = "neck";
  4100. passThrough = 0.8;
  4101. radius = 0.1;
  4102. };
  4103. class HitHead: HitNeck
  4104. {
  4105. armor = 1;
  4106. depends = "HitFace max HitNeck";
  4107. explosionShielding = 0.5;
  4108. material = -1;
  4109. minimalHit = 0.01;
  4110. name = "head";
  4111. passThrough = 0.8;
  4112. radius = 0.2;
  4113. };
  4114. class HitPelvis
  4115. {
  4116. armor = 6;
  4117. depends = "0";
  4118. explosionShielding = 1;
  4119. material = -1;
  4120. minimalHit = 0.01;
  4121. name = "pelvis";
  4122. passThrough = 0.8;
  4123. radius = 0.24;
  4124. visual = "injury_body";
  4125. };
  4126. class HitAbdomen: HitPelvis
  4127. {
  4128. armor = 1;
  4129. depends = "0";
  4130. explosionShielding = 1;
  4131. material = -1;
  4132. minimalHit = 0.01;
  4133. name = "spine1";
  4134. passThrough = 0.8;
  4135. radius = 0.16;
  4136. visual = "injury_body";
  4137. };
  4138. class HitDiaphragm: HitAbdomen
  4139. {
  4140. armor = 1;
  4141. depends = "0";
  4142. explosionShielding = 6;
  4143. material = -1;
  4144. minimalHit = 0.01;
  4145. name = "spine2";
  4146. passThrough = 0.8;
  4147. radius = 0.18;
  4148. visual = "injury_body";
  4149. };
  4150. class HitChest: HitDiaphragm
  4151. {
  4152. armor = 1;
  4153. depends = "0";
  4154. explosionShielding = 6;
  4155. material = -1;
  4156. minimalHit = 0.01;
  4157. name = "spine3";
  4158. passThrough = 0.8;
  4159. radius = 0.18;
  4160. visual = "injury_body";
  4161. };
  4162. class HitBody: HitChest
  4163. {
  4164. armor = 1000;
  4165. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4166. explosionShielding = 6;
  4167. material = -1;
  4168. minimalHit = 0.01;
  4169. name = "body";
  4170. passThrough = 1;
  4171. radius = 0;
  4172. visual = "injury_body";
  4173. };
  4174. class HitArms
  4175. {
  4176. armor = 3;
  4177. depends = "0";
  4178. explosionShielding = 1;
  4179. material = -1;
  4180. minimalHit = 0.01;
  4181. name = "arms";
  4182. passThrough = 1;
  4183. radius = 0.1;
  4184. visual = "injury_hands";
  4185. };
  4186. class HitHands: HitArms
  4187. {
  4188. armor = 3;
  4189. depends = "HitArms";
  4190. explosionShielding = 1;
  4191. material = -1;
  4192. minimalHit = 0.01;
  4193. name = "hands";
  4194. passThrough = 1;
  4195. radius = 0.1;
  4196. visual = "injury_hands";
  4197. };
  4198. class HitLegs
  4199. {
  4200. armor = 3;
  4201. depends = "0";
  4202. explosionShielding = 1;
  4203. material = -1;
  4204. minimalHit = 0.01;
  4205. name = "legs";
  4206. passThrough = 1;
  4207. radius = 0.14;
  4208. visual = "injury_legs";
  4209. };
  4210. class Incapacitated
  4211. {
  4212. armor = 1000;
  4213. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4214. explosionShielding = 1;
  4215. material = -1;
  4216. minimalHit = 0;
  4217. name = "body";
  4218. passThrough = 1;
  4219. radius = 0;
  4220. visual = "";
  4221. };
  4222. };
  4223. };
  4224. class SWOP_Resistance_HeavyUnif_Brown_F: O_Soldier_base_F
  4225. {
  4226. htMax = 1800;
  4227. htMin = 60;
  4228. class HitPoints
  4229. {
  4230. class HitFace
  4231. {
  4232. armor = 1;
  4233. explosionShielding = 0.1;
  4234. material = -1;
  4235. minimalHit = 0.01;
  4236. name = "face_hub";
  4237. passThrough = 0.8;
  4238. radius = 0.08;
  4239. };
  4240. class HitNeck: HitFace
  4241. {
  4242. armor = 1;
  4243. explosionShielding = 0.5;
  4244. material = -1;
  4245. minimalHit = 0.01;
  4246. name = "neck";
  4247. passThrough = 0.8;
  4248. radius = 0.1;
  4249. };
  4250. class HitHead: HitNeck
  4251. {
  4252. armor = 1;
  4253. depends = "HitFace max HitNeck";
  4254. explosionShielding = 0.5;
  4255. material = -1;
  4256. minimalHit = 0.01;
  4257. name = "head";
  4258. passThrough = 0.8;
  4259. radius = 0.2;
  4260. };
  4261. class HitPelvis
  4262. {
  4263. armor = 6;
  4264. depends = "0";
  4265. explosionShielding = 1;
  4266. material = -1;
  4267. minimalHit = 0.01;
  4268. name = "pelvis";
  4269. passThrough = 0.8;
  4270. radius = 0.24;
  4271. visual = "injury_body";
  4272. };
  4273. class HitAbdomen: HitPelvis
  4274. {
  4275. armor = 1;
  4276. depends = "0";
  4277. explosionShielding = 1;
  4278. material = -1;
  4279. minimalHit = 0.01;
  4280. name = "spine1";
  4281. passThrough = 0.8;
  4282. radius = 0.16;
  4283. visual = "injury_body";
  4284. };
  4285. class HitDiaphragm: HitAbdomen
  4286. {
  4287. armor = 1;
  4288. depends = "0";
  4289. explosionShielding = 6;
  4290. material = -1;
  4291. minimalHit = 0.01;
  4292. name = "spine2";
  4293. passThrough = 0.8;
  4294. radius = 0.18;
  4295. visual = "injury_body";
  4296. };
  4297. class HitChest: HitDiaphragm
  4298. {
  4299. armor = 1;
  4300. depends = "0";
  4301. explosionShielding = 6;
  4302. material = -1;
  4303. minimalHit = 0.01;
  4304. name = "spine3";
  4305. passThrough = 0.8;
  4306. radius = 0.18;
  4307. visual = "injury_body";
  4308. };
  4309. class HitBody: HitChest
  4310. {
  4311. armor = 1000;
  4312. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4313. explosionShielding = 6;
  4314. material = -1;
  4315. minimalHit = 0.01;
  4316. name = "body";
  4317. passThrough = 1;
  4318. radius = 0;
  4319. visual = "injury_body";
  4320. };
  4321. class HitArms
  4322. {
  4323. armor = 3;
  4324. depends = "0";
  4325. explosionShielding = 1;
  4326. material = -1;
  4327. minimalHit = 0.01;
  4328. name = "arms";
  4329. passThrough = 1;
  4330. radius = 0.1;
  4331. visual = "injury_hands";
  4332. };
  4333. class HitHands: HitArms
  4334. {
  4335. armor = 3;
  4336. depends = "HitArms";
  4337. explosionShielding = 1;
  4338. material = -1;
  4339. minimalHit = 0.01;
  4340. name = "hands";
  4341. passThrough = 1;
  4342. radius = 0.1;
  4343. visual = "injury_hands";
  4344. };
  4345. class HitLegs
  4346. {
  4347. armor = 3;
  4348. depends = "0";
  4349. explosionShielding = 1;
  4350. material = -1;
  4351. minimalHit = 0.01;
  4352. name = "legs";
  4353. passThrough = 1;
  4354. radius = 0.14;
  4355. visual = "injury_legs";
  4356. };
  4357. class Incapacitated
  4358. {
  4359. armor = 1000;
  4360. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4361. explosionShielding = 1;
  4362. material = -1;
  4363. minimalHit = 0;
  4364. name = "body";
  4365. passThrough = 1;
  4366. radius = 0;
  4367. visual = "";
  4368. };
  4369. };
  4370. };
  4371. class SWOP_Resistance_HeavyUnif_KhakiR_F: O_Soldier_base_F
  4372. {
  4373. htMax = 1800;
  4374. htMin = 60;
  4375. class HitPoints
  4376. {
  4377. class HitFace
  4378. {
  4379. armor = 1;
  4380. explosionShielding = 0.1;
  4381. material = -1;
  4382. minimalHit = 0.01;
  4383. name = "face_hub";
  4384. passThrough = 0.8;
  4385. radius = 0.08;
  4386. };
  4387. class HitNeck: HitFace
  4388. {
  4389. armor = 1;
  4390. explosionShielding = 0.5;
  4391. material = -1;
  4392. minimalHit = 0.01;
  4393. name = "neck";
  4394. passThrough = 0.8;
  4395. radius = 0.1;
  4396. };
  4397. class HitHead: HitNeck
  4398. {
  4399. armor = 1;
  4400. depends = "HitFace max HitNeck";
  4401. explosionShielding = 0.5;
  4402. material = -1;
  4403. minimalHit = 0.01;
  4404. name = "head";
  4405. passThrough = 0.8;
  4406. radius = 0.2;
  4407. };
  4408. class HitPelvis
  4409. {
  4410. armor = 6;
  4411. depends = "0";
  4412. explosionShielding = 1;
  4413. material = -1;
  4414. minimalHit = 0.01;
  4415. name = "pelvis";
  4416. passThrough = 0.8;
  4417. radius = 0.24;
  4418. visual = "injury_body";
  4419. };
  4420. class HitAbdomen: HitPelvis
  4421. {
  4422. armor = 1;
  4423. depends = "0";
  4424. explosionShielding = 1;
  4425. material = -1;
  4426. minimalHit = 0.01;
  4427. name = "spine1";
  4428. passThrough = 0.8;
  4429. radius = 0.16;
  4430. visual = "injury_body";
  4431. };
  4432. class HitDiaphragm: HitAbdomen
  4433. {
  4434. armor = 1;
  4435. depends = "0";
  4436. explosionShielding = 6;
  4437. material = -1;
  4438. minimalHit = 0.01;
  4439. name = "spine2";
  4440. passThrough = 0.8;
  4441. radius = 0.18;
  4442. visual = "injury_body";
  4443. };
  4444. class HitChest: HitDiaphragm
  4445. {
  4446. armor = 1;
  4447. depends = "0";
  4448. explosionShielding = 6;
  4449. material = -1;
  4450. minimalHit = 0.01;
  4451. name = "spine3";
  4452. passThrough = 0.8;
  4453. radius = 0.18;
  4454. visual = "injury_body";
  4455. };
  4456. class HitBody: HitChest
  4457. {
  4458. armor = 1000;
  4459. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4460. explosionShielding = 6;
  4461. material = -1;
  4462. minimalHit = 0.01;
  4463. name = "body";
  4464. passThrough = 1;
  4465. radius = 0;
  4466. visual = "injury_body";
  4467. };
  4468. class HitArms
  4469. {
  4470. armor = 3;
  4471. depends = "0";
  4472. explosionShielding = 1;
  4473. material = -1;
  4474. minimalHit = 0.01;
  4475. name = "arms";
  4476. passThrough = 1;
  4477. radius = 0.1;
  4478. visual = "injury_hands";
  4479. };
  4480. class HitHands: HitArms
  4481. {
  4482. armor = 3;
  4483. depends = "HitArms";
  4484. explosionShielding = 1;
  4485. material = -1;
  4486. minimalHit = 0.01;
  4487. name = "hands";
  4488. passThrough = 1;
  4489. radius = 0.1;
  4490. visual = "injury_hands";
  4491. };
  4492. class HitLegs
  4493. {
  4494. armor = 3;
  4495. depends = "0";
  4496. explosionShielding = 1;
  4497. material = -1;
  4498. minimalHit = 0.01;
  4499. name = "legs";
  4500. passThrough = 1;
  4501. radius = 0.14;
  4502. visual = "injury_legs";
  4503. };
  4504. class Incapacitated
  4505. {
  4506. armor = 1000;
  4507. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4508. explosionShielding = 1;
  4509. material = -1;
  4510. minimalHit = 0;
  4511. name = "body";
  4512. passThrough = 1;
  4513. radius = 0;
  4514. visual = "";
  4515. };
  4516. };
  4517. };
  4518. class SWOP_Resistance_unif_beigeB_F: O_Soldier_base_F
  4519. {
  4520. htMax = 1800;
  4521. htMin = 60;
  4522. class HitPoints
  4523. {
  4524. class HitFace
  4525. {
  4526. armor = 1;
  4527. explosionShielding = 0.1;
  4528. material = -1;
  4529. minimalHit = 0.01;
  4530. name = "face_hub";
  4531. passThrough = 0.8;
  4532. radius = 0.08;
  4533. };
  4534. class HitNeck: HitFace
  4535. {
  4536. armor = 1;
  4537. explosionShielding = 0.5;
  4538. material = -1;
  4539. minimalHit = 0.01;
  4540. name = "neck";
  4541. passThrough = 0.8;
  4542. radius = 0.1;
  4543. };
  4544. class HitHead: HitNeck
  4545. {
  4546. armor = 1;
  4547. depends = "HitFace max HitNeck";
  4548. explosionShielding = 0.5;
  4549. material = -1;
  4550. minimalHit = 0.01;
  4551. name = "head";
  4552. passThrough = 0.8;
  4553. radius = 0.2;
  4554. };
  4555. class HitPelvis
  4556. {
  4557. armor = 6;
  4558. depends = "0";
  4559. explosionShielding = 1;
  4560. material = -1;
  4561. minimalHit = 0.01;
  4562. name = "pelvis";
  4563. passThrough = 0.8;
  4564. radius = 0.24;
  4565. visual = "injury_body";
  4566. };
  4567. class HitAbdomen: HitPelvis
  4568. {
  4569. armor = 1;
  4570. depends = "0";
  4571. explosionShielding = 1;
  4572. material = -1;
  4573. minimalHit = 0.01;
  4574. name = "spine1";
  4575. passThrough = 0.8;
  4576. radius = 0.16;
  4577. visual = "injury_body";
  4578. };
  4579. class HitDiaphragm: HitAbdomen
  4580. {
  4581. armor = 1;
  4582. depends = "0";
  4583. explosionShielding = 6;
  4584. material = -1;
  4585. minimalHit = 0.01;
  4586. name = "spine2";
  4587. passThrough = 0.8;
  4588. radius = 0.18;
  4589. visual = "injury_body";
  4590. };
  4591. class HitChest: HitDiaphragm
  4592. {
  4593. armor = 1;
  4594. depends = "0";
  4595. explosionShielding = 6;
  4596. material = -1;
  4597. minimalHit = 0.01;
  4598. name = "spine3";
  4599. passThrough = 0.8;
  4600. radius = 0.18;
  4601. visual = "injury_body";
  4602. };
  4603. class HitBody: HitChest
  4604. {
  4605. armor = 1000;
  4606. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4607. explosionShielding = 6;
  4608. material = -1;
  4609. minimalHit = 0.01;
  4610. name = "body";
  4611. passThrough = 1;
  4612. radius = 0;
  4613. visual = "injury_body";
  4614. };
  4615. class HitArms
  4616. {
  4617. armor = 3;
  4618. depends = "0";
  4619. explosionShielding = 1;
  4620. material = -1;
  4621. minimalHit = 0.01;
  4622. name = "arms";
  4623. passThrough = 1;
  4624. radius = 0.1;
  4625. visual = "injury_hands";
  4626. };
  4627. class HitHands: HitArms
  4628. {
  4629. armor = 3;
  4630. depends = "HitArms";
  4631. explosionShielding = 1;
  4632. material = -1;
  4633. minimalHit = 0.01;
  4634. name = "hands";
  4635. passThrough = 1;
  4636. radius = 0.1;
  4637. visual = "injury_hands";
  4638. };
  4639. class HitLegs
  4640. {
  4641. armor = 3;
  4642. depends = "0";
  4643. explosionShielding = 1;
  4644. material = -1;
  4645. minimalHit = 0.01;
  4646. name = "legs";
  4647. passThrough = 1;
  4648. radius = 0.14;
  4649. visual = "injury_legs";
  4650. };
  4651. class Incapacitated
  4652. {
  4653. armor = 1000;
  4654. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4655. explosionShielding = 1;
  4656. material = -1;
  4657. minimalHit = 0;
  4658. name = "body";
  4659. passThrough = 1;
  4660. radius = 0;
  4661. visual = "";
  4662. };
  4663. };
  4664. };
  4665. ///Infantry///
  4666. class macro_new_uniform_skin_class(501_inf,recruit): B_Soldier_f
  4667. {
  4668. author = "RD501";
  4669. scope = 1;
  4670. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4671. nakedUniform = "U_BasicBody";
  4672. hiddenSelections[] = {"Camo1","Camo2"};
  4673. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\recruit_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\recruit_armor_lower.paa};
  4674. hiddenSelectionsMaterials[]=
  4675. {
  4676. "MRC\JLTS\characters\CloneArmor\data\clone_armor1_clean.rvmat",
  4677. "MRC\JLTS\characters\CloneArmor\data\clone_armor2_clean.rvmat"
  4678. };
  4679. uniformClass= macro_new_uniform_class(501_inf,recruit);
  4680. class HitPoints: HitPoints
  4681. {
  4682. class HitFace
  4683. {
  4684. armor=1;
  4685. material=-1;
  4686. name="face_hub";
  4687. passThrough=0.80000001;
  4688. radius=0.079999998;
  4689. explosionShielding=0.1;
  4690. minimalHit=0.0099999998;
  4691. };
  4692. class HitNeck: HitFace
  4693. {
  4694. armor=1;
  4695. material=-1;
  4696. name="neck";
  4697. passThrough=0.80000001;
  4698. radius=0.1;
  4699. explosionShielding=0.5;
  4700. minimalHit=0.0099999998;
  4701. };
  4702. class HitHead: HitNeck
  4703. {
  4704. armor=1;
  4705. material=-1;
  4706. name="head";
  4707. passThrough=0.80000001;
  4708. radius=0.2;
  4709. explosionShielding=0.5;
  4710. minimalHit=0.0099999998;
  4711. depends="HitFace max HitNeck";
  4712. };
  4713. class HitPelvis: HitHead
  4714. {
  4715. armor=8;
  4716. material=-1;
  4717. name="pelvis";
  4718. passThrough=0.80000001;
  4719. radius=0.23999999;
  4720. explosionShielding=3;
  4721. visual="injury_body";
  4722. minimalHit=0.0099999998;
  4723. depends="";
  4724. };
  4725. class HitAbdomen: HitPelvis
  4726. {
  4727. armor=6;
  4728. material=-1;
  4729. name="spine1";
  4730. passThrough=0.80000001;
  4731. radius=0.16;
  4732. explosionShielding=3;
  4733. visual="injury_body";
  4734. minimalHit=0.0099999998;
  4735. };
  4736. class HitDiaphragm: HitAbdomen
  4737. {
  4738. armor=6;
  4739. material=-1;
  4740. name="spine2";
  4741. passThrough=0.33000001;
  4742. radius=0.18000001;
  4743. explosionShielding=6;
  4744. visual="injury_body";
  4745. minimalHit=0.0099999998;
  4746. };
  4747. class HitChest: HitDiaphragm
  4748. {
  4749. armor=8;
  4750. material=-1;
  4751. name="spine3";
  4752. passThrough="0.33000001radius = 0.18";
  4753. explosionShielding=6;
  4754. visual="injury_body";
  4755. minimalHit=0.0099999998;
  4756. };
  4757. class HitBody: HitChest
  4758. {
  4759. armor=1000;
  4760. material=-1;
  4761. name="body";
  4762. passThrough=1;
  4763. radius=0;
  4764. explosionShielding=6;
  4765. visual="injury_body";
  4766. minimalHit=0.0099999998;
  4767. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4768. };
  4769. class HitArms: HitBody
  4770. {
  4771. armor=6;
  4772. material=-1;
  4773. name="arms";
  4774. passThrough=1;
  4775. radius=0.1;
  4776. explosionShielding=3;
  4777. visual="injury_hands";
  4778. minimalHit=0.0099999998;
  4779. depends="0";
  4780. };
  4781. class HitHands: HitArms
  4782. {
  4783. armor=6;
  4784. material=-1;
  4785. name="hands";
  4786. passThrough=1;
  4787. radius=0.1;
  4788. explosionShielding=1;
  4789. visual="injury_hands";
  4790. minimalHit=0.0099999998;
  4791. depends="HitArms";
  4792. };
  4793. class HitLegs: HitHands
  4794. {
  4795. armor=6;
  4796. material=-1;
  4797. name="legs";
  4798. passThrough=1;
  4799. radius=0.14;
  4800. explosionShielding=3;
  4801. visual="injury_legs";
  4802. minimalHit=0.0099999998;
  4803. depends="0";
  4804. };
  4805. class Incapacitated: HitLegs
  4806. {
  4807. armor=1000;
  4808. material=-1;
  4809. name="body";
  4810. passThrough=1;
  4811. radius=0;
  4812. explosionShielding=3;
  4813. visual="";
  4814. minimalHit=0;
  4815. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4816. };
  4817. class HitLeftArm
  4818. {
  4819. armor=6;
  4820. material=-1;
  4821. name="hand_l";
  4822. passThrough=1;
  4823. radius=0.079999998;
  4824. explosionShielding=3;
  4825. visual="injury_hands";
  4826. minimalHit=0.0099999998;
  4827. };
  4828. class HitRightArm: HitLeftArm
  4829. {
  4830. name="hand_r";
  4831. };
  4832. class HitLeftLeg
  4833. {
  4834. armor=6;
  4835. material=-1;
  4836. name="leg_l";
  4837. passThrough=1;
  4838. radius=0.1;
  4839. explosionShielding=3;
  4840. visual="injury_legs";
  4841. minimalHit=0.0099999998;
  4842. };
  4843. class HitRightLeg: HitLeftLeg
  4844. {
  4845. name="leg_r";
  4846. };
  4847. };
  4848. armor=2;
  4849. armorStructural=4;
  4850. explosionShielding=0.40000001;
  4851. minTotalDamageThreshold=0.001;
  4852. impactDamageMultiplier=0.5;
  4853. };
  4854. class macro_new_uniform_skin_class(501_inf,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4855. {
  4856. author = "RD501";
  4857. scope = 1;
  4858. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4859. nakedUniform = "U_BasicBody";
  4860. hiddenSelections[] = {"Camo1","Camo2"};
  4861. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_Armor_Upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4862. };
  4863. class macro_new_uniform_skin_class(501_inf_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4864. {
  4865. author = "RD501";
  4866. scope = 1;
  4867. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4868. nakedUniform = "U_BasicBody";
  4869. hiddenSelections[] = {"Camo1","Camo2"};
  4870. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4871. };
  4872. class macro_new_uniform_skin_class(501_inf_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4873. {
  4874. author = "RD501";
  4875. scope = 1;
  4876. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4877. nakedUniform = "U_BasicBody";
  4878. hiddenSelections[] = {"Camo1","Camo2"};
  4879. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4880. };
  4881. class macro_new_uniform_skin_class(501_inf,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4882. {
  4883. author = "RD501";
  4884. scope = 1;
  4885. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4886. nakedUniform = "U_BasicBody";
  4887. hiddenSelections[] = {"Camo1","Camo2"};
  4888. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4889. };
  4890. class macro_new_uniform_skin_class(501_inf_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4891. {
  4892. author = "RD501";
  4893. scope = 1;
  4894. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4895. nakedUniform = "U_BasicBody";
  4896. hiddenSelections[] = {"Camo1","Camo2"};
  4897. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4898. };
  4899. class macro_new_uniform_skin_class(501_inf_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4900. {
  4901. author = "RD501";
  4902. scope = 1;
  4903. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4904. nakedUniform = "U_BasicBody";
  4905. hiddenSelections[] = {"Camo1","Camo2"};
  4906. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4907. };
  4908. class macro_new_uniform_skin_class(501_inf,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4909. {
  4910. author = "RD501";
  4911. scope = 1;
  4912. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4913. nakedUniform = "U_BasicBody";
  4914. hiddenSelections[] = {"Camo1","Camo2"};
  4915. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4916. };
  4917. class macro_new_uniform_skin_class(501_inf_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4918. {
  4919. author = "RD501";
  4920. scope = 1;
  4921. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4922. nakedUniform = "U_BasicBody";
  4923. hiddenSelections[] = {"Camo1","Camo2"};
  4924. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4925. };
  4926. class macro_new_uniform_skin_class(501_inf_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4927. {
  4928. author = "RD501";
  4929. scope = 1;
  4930. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4931. nakedUniform = "U_BasicBody";
  4932. hiddenSelections[] = {"Camo1","Camo2"};
  4933. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4934. };
  4935. class macro_new_uniform_skin_class(501_inf,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4936. {
  4937. author = "RD501";
  4938. scope = 1;
  4939. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4940. nakedUniform = "U_BasicBody";
  4941. hiddenSelections[] = {"Camo1","Camo2"};
  4942. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4943. };
  4944. class macro_new_uniform_skin_class(501_inf_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4945. {
  4946. author = "RD501";
  4947. scope = 1;
  4948. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4949. nakedUniform = "U_BasicBody";
  4950. hiddenSelections[] = {"Camo1","Camo2"};
  4951. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4952. };
  4953. class macro_new_uniform_skin_class(501_inf_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4954. {
  4955. author = "RD501";
  4956. scope = 1;
  4957. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4958. nakedUniform = "U_BasicBody";
  4959. hiddenSelections[] = {"Camo1","Camo2"};
  4960. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4961. };
  4962. class macro_new_uniform_skin_class(501_inf,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4963. {
  4964. author = "RD501";
  4965. scope = 1;
  4966. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4967. nakedUniform = "U_BasicBody";
  4968. hiddenSelections[] = {"Camo1","Camo2"};
  4969. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4970. };
  4971. class macro_new_uniform_skin_class(501_inf_medic,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4972. {
  4973. author = "RD501";
  4974. scope = 1;
  4975. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4976. nakedUniform = "U_BasicBody";
  4977. hiddenSelections[] = {"Camo1","Camo2"};
  4978. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4979. };
  4980. class macro_new_uniform_skin_class(501_inf_rto,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4981. {
  4982. author = "RD501";
  4983. scope = 1;
  4984. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4985. nakedUniform = "U_BasicBody";
  4986. hiddenSelections[] = {"Camo1","Camo2"};
  4987. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4988. };
  4989. ///Airborne///
  4990. class macro_new_uniform_skin_class(501_ab,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4991. {
  4992. author = "RD501";
  4993. scope = 1;
  4994. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4995. nakedUniform = "U_BasicBody";
  4996. hiddenSelections[] = {"Camo1","Camo2"};
  4997. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4998. };
  4999. class macro_new_uniform_skin_class(501_ab_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  5000. {
  5001. author = "RD501";
  5002. scope = 1;
  5003. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5004. nakedUniform = "U_BasicBody";
  5005. hiddenSelections[] = {"Camo1","Camo2"};
  5006. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  5007. };
  5008. class macro_new_uniform_skin_class(501_ab_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  5009. {
  5010. author = "RD501";
  5011. scope = 1;
  5012. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5013. nakedUniform = "U_BasicBody";
  5014. hiddenSelections[] = {"Camo1","Camo2"};
  5015. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  5016. };
  5017. class macro_new_uniform_skin_class(501_ab,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5018. {
  5019. author = "RD501";
  5020. scope = 1;
  5021. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5022. nakedUniform = "U_BasicBody";
  5023. hiddenSelections[] = {"Camo1","Camo2"};
  5024. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5025. };
  5026. class macro_new_uniform_skin_class(501_ab_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5027. {
  5028. author = "RD501";
  5029. scope = 1;
  5030. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5031. nakedUniform = "U_BasicBody";
  5032. hiddenSelections[] = {"Camo1","Camo2"};
  5033. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5034. };
  5035. class macro_new_uniform_skin_class(501_ab_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5036. {
  5037. author = "RD501";
  5038. scope = 1;
  5039. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5040. nakedUniform = "U_BasicBody";
  5041. hiddenSelections[] = {"Camo1","Camo2"};
  5042. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5043. };
  5044. class macro_new_uniform_skin_class(501_ab,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5045. {
  5046. author = "RD501";
  5047. scope = 1;
  5048. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5049. nakedUniform = "U_BasicBody";
  5050. hiddenSelections[] = {"Camo1","Camo2"};
  5051. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5052. };
  5053. class macro_new_uniform_skin_class(501_ab_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5054. {
  5055. author = "RD501";
  5056. scope = 1;
  5057. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5058. nakedUniform = "U_BasicBody";
  5059. hiddenSelections[] = {"Camo1","Camo2"};
  5060. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5061. };
  5062. class macro_new_uniform_skin_class(501_ab_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5063. {
  5064. author = "RD501";
  5065. scope = 1;
  5066. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5067. nakedUniform = "U_BasicBody";
  5068. hiddenSelections[] = {"Camo1","Camo2"};
  5069. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5070. };
  5071. class macro_new_uniform_skin_class(501_ab,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5072. {
  5073. author = "RD501";
  5074. scope = 1;
  5075. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5076. nakedUniform = "U_BasicBody";
  5077. hiddenSelections[] = {"Camo1","Camo2"};
  5078. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5079. };
  5080. class macro_new_uniform_skin_class(501_ab_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5081. {
  5082. author = "RD501";
  5083. scope = 1;
  5084. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5085. nakedUniform = "U_BasicBody";
  5086. hiddenSelections[] = {"Camo1","Camo2"};
  5087. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5088. };
  5089. class macro_new_uniform_skin_class(501_ab_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5090. {
  5091. author = "RD501";
  5092. scope = 1;
  5093. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5094. nakedUniform = "U_BasicBody";
  5095. hiddenSelections[] = {"Camo1","Camo2"};
  5096. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5097. };
  5098. class macro_new_uniform_skin_class(501_ab,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5099. {
  5100. author = "RD501";
  5101. scope = 1;
  5102. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5103. nakedUniform = "U_BasicBody";
  5104. hiddenSelections[] = {"Camo1","Camo2"};
  5105. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5106. };
  5107. class macro_new_uniform_skin_class(501_ab_medic,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5108. {
  5109. author = "RD501";
  5110. scope = 1;
  5111. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5112. nakedUniform = "U_BasicBody";
  5113. hiddenSelections[] = {"Camo1","Camo2"};
  5114. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5115. };
  5116. class macro_new_uniform_skin_class(501_ab_rto,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5117. {
  5118. author = "RD501";
  5119. scope = 1;
  5120. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5121. nakedUniform = "U_BasicBody";
  5122. hiddenSelections[] = {"Camo1","Camo2"};
  5123. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5124. };
  5125. class macro_new_uniform_skin_class(501_ab,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5126. {
  5127. author = "RD501";
  5128. scope = 1;
  5129. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5130. nakedUniform = "U_BasicBody";
  5131. hiddenSelections[] = {"Camo1","Camo2"};
  5132. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5133. };
  5134. class macro_new_uniform_skin_class(501_ab_medic,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5135. {
  5136. author = "RD501";
  5137. scope = 1;
  5138. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5139. nakedUniform = "U_BasicBody";
  5140. hiddenSelections[] = {"Camo1","Camo2"};
  5141. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5142. };
  5143. class macro_new_uniform_skin_class(501_ab_rto,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5144. {
  5145. author = "RD501";
  5146. scope = 1;
  5147. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5148. nakedUniform = "U_BasicBody";
  5149. hiddenSelections[] = {"Camo1","Camo2"};
  5150. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5151. };
  5152. class macro_new_uniform_skin_class(501_ab,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5153. {
  5154. author = "RD501";
  5155. scope = 1;
  5156. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5157. nakedUniform = "U_BasicBody";
  5158. hiddenSelections[] = {"Camo1","Camo2"};
  5159. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5160. };
  5161. class macro_new_uniform_skin_class(501_ab_medic,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5162. {
  5163. author = "RD501";
  5164. scope = 1;
  5165. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5166. nakedUniform = "U_BasicBody";
  5167. hiddenSelections[] = {"Camo1","Camo2"};
  5168. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5169. };
  5170. class macro_new_uniform_skin_class(501_ab_rto,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5171. {
  5172. author = "RD501";
  5173. scope = 1;
  5174. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5175. nakedUniform = "U_BasicBody";
  5176. hiddenSelections[] = {"Camo1","Camo2"};
  5177. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5178. };
  5179. class macro_new_uniform_skin_class(501_ab,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5180. {
  5181. author = "RD501";
  5182. scope = 1;
  5183. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5184. nakedUniform = "U_BasicBody";
  5185. hiddenSelections[] = {"Camo1","Camo2"};
  5186. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5187. };
  5188. class macro_new_uniform_skin_class(501_ab_medic,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5189. {
  5190. author = "RD501";
  5191. scope = 1;
  5192. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5193. nakedUniform = "U_BasicBody";
  5194. hiddenSelections[] = {"Camo1","Camo2"};
  5195. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5196. };
  5197. class macro_new_uniform_skin_class(501_ab_rto,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5198. {
  5199. author = "RD501";
  5200. scope = 1;
  5201. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5202. nakedUniform = "U_BasicBody";
  5203. hiddenSelections[] = {"Camo1","Camo2"};
  5204. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5205. };
  5206. class macro_new_uniform_skin_class(501_ab,csm): macro_new_uniform_skin_class(501_inf,recruit)
  5207. {
  5208. author = "RD501";
  5209. scope = 1;
  5210. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5211. nakedUniform = "U_BasicBody";
  5212. hiddenSelections[] = {"Camo1","Camo2"};
  5213. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_csm_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_csm_armor_lower.paa};
  5214. };
  5215. //
  5216. class macro_new_uniform_skin_class(501_avi,cxc): macro_new_uniform_skin_class(501_inf,recruit)
  5217. {
  5218. author = "RD501";
  5219. scope = 2;
  5220. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5221. nakedUniform = "U_BasicBody";
  5222. hiddenSelections[] = {"Camo1","Camo2"};
  5223. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_lower.paa};
  5224. };
  5225. class macro_new_uniform_skin_class(501_avi,scxc): macro_new_uniform_skin_class(501_inf,recruit)
  5226. {
  5227. author = "RD501";
  5228. scope = 2;
  5229. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5230. nakedUniform = "U_BasicBody";
  5231. hiddenSelections[] = {"Camo1","Camo2"};
  5232. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_lower.paa};
  5233. };
  5234. class macro_new_uniform_skin_class(501_avi,cxx): macro_new_uniform_skin_class(501_inf,recruit)
  5235. {
  5236. author = "RD501";
  5237. scope = 2;
  5238. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5239. nakedUniform = "U_BasicBody";
  5240. hiddenSelections[] = {"Camo1","Camo2"};
  5241. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_lower.paa};
  5242. };
  5243. class macro_new_uniform_skin_class(501_avi,scxx): macro_new_uniform_skin_class(501_inf,recruit)
  5244. {
  5245. author = "RD501";
  5246. scope = 2;
  5247. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5248. nakedUniform = "U_BasicBody";
  5249. hiddenSelections[] = {"Camo1","Camo2"};
  5250. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_lower.paa};
  5251. };
  5252. class macro_new_uniform_skin_class(501_avi,cxp): macro_new_uniform_skin_class(501_inf,recruit)
  5253. {
  5254. author = "RD501";
  5255. scope = 2;
  5256. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5257. nakedUniform = "U_BasicBody";
  5258. hiddenSelections[] = {"Camo1","Camo2"};
  5259. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_lower.paa};
  5260. };
  5261. class macro_new_uniform_skin_class(501_avi,cxs): macro_new_uniform_skin_class(501_inf,recruit)
  5262. {
  5263. author = "RD501";
  5264. scope = 2;
  5265. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5266. nakedUniform = "U_BasicBody";
  5267. hiddenSelections[] = {"Camo1","Camo2"};
  5268. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_lower.paa};
  5269. };
  5270. class macro_new_uniform_skin_class(501_avi,cx1): macro_new_uniform_skin_class(501_inf,recruit)
  5271. {
  5272. author = "RD501";
  5273. scope = 2;
  5274. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5275. nakedUniform = "U_BasicBody";
  5276. hiddenSelections[] = {"Camo1","Camo2"};
  5277. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_lower.paa};
  5278. };
  5279. class macro_new_uniform_skin_class(501_avi,cx2): 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\avi\pilot_cx2_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_lower.paa};
  5287. };
  5288. class macro_new_uniform_skin_class(501_avi,cx3): 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\avi\pilot_cx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_lower.paa};
  5296. };
  5297. //
  5298. class macro_new_uniform_skin_class(empire_rg,boi): macro_new_uniform_skin_class(501_inf,recruit)
  5299. {
  5300. author = "RD501";
  5301. scope = 2;
  5302. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5303. nakedUniform = "U_BasicBody";
  5304. hiddenSelections[] = {"Camo1","Camo2"};
  5305. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\rg_armour_upper.paa,TEXTUREPATH\gcw\empire\rg\rg_armour_lower.paa};
  5306. };
  5307. //
  5308. class macro_new_uniform_skin_class(501_arc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5309. {
  5310. author = "RD501";
  5311. scope = 2;
  5312. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5313. nakedUniform = "U_BasicBody";
  5314. hiddenSelections[] = {"Camo1","Camo2"};
  5315. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper_01.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5316. };
  5317. class macro_new_uniform_skin_class(501_arc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5318. {
  5319. author = "RD501";
  5320. scope = 2;
  5321. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5322. nakedUniform = "U_BasicBody";
  5323. hiddenSelections[] = {"Camo1","Camo2"};
  5324. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5325. };
  5326. //
  5327. class macro_new_uniform_skin_class(501_utc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5328. {
  5329. author = "RD501";
  5330. scope = 2;
  5331. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5332. nakedUniform = "U_BasicBody";
  5333. hiddenSelections[] = {"Camo1","Camo2"};
  5334. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_blue_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5335. };
  5336. class macro_new_uniform_skin_class(501_utc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5337. {
  5338. author = "RD501";
  5339. scope = 2;
  5340. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5341. nakedUniform = "U_BasicBody";
  5342. hiddenSelections[] = {"Camo1","Camo2"};
  5343. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_green_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5344. };
  5345. class macro_new_uniform_skin_class(501_utc,03): macro_new_uniform_skin_class(501_inf,recruit)
  5346. {
  5347. author = "RD501";
  5348. scope = 2;
  5349. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5350. nakedUniform = "U_BasicBody";
  5351. hiddenSelections[] = {"Camo1","Camo2"};
  5352. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_indigo_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5353. };
  5354. class macro_new_uniform_skin_class(501_utc,04): macro_new_uniform_skin_class(501_inf,recruit)
  5355. {
  5356. author = "RD501";
  5357. scope = 2;
  5358. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5359. nakedUniform = "U_BasicBody";
  5360. hiddenSelections[] = {"Camo1","Camo2"};
  5361. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_orange_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5362. };
  5363. class macro_new_uniform_skin_class(501_utc,05): macro_new_uniform_skin_class(501_inf,recruit)
  5364. {
  5365. author = "RD501";
  5366. scope = 2;
  5367. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5368. nakedUniform = "U_BasicBody";
  5369. hiddenSelections[] = {"Camo1","Camo2"};
  5370. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_pink_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5371. };
  5372. class macro_new_uniform_skin_class(501_utc,06): macro_new_uniform_skin_class(501_inf,recruit)
  5373. {
  5374. author = "RD501";
  5375. scope = 2;
  5376. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5377. nakedUniform = "U_BasicBody";
  5378. hiddenSelections[] = {"Camo1","Camo2"};
  5379. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_red_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5380. };
  5381. class macro_new_uniform_skin_class(501_utc,07): macro_new_uniform_skin_class(501_inf,recruit)
  5382. {
  5383. author = "RD501";
  5384. scope = 2;
  5385. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5386. nakedUniform = "U_BasicBody";
  5387. hiddenSelections[] = {"Camo1","Camo2"};
  5388. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_violet_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5389. };
  5390. class macro_new_uniform_skin_class(501_utc,08): macro_new_uniform_skin_class(501_inf,recruit)
  5391. {
  5392. author = "RD501";
  5393. scope = 2;
  5394. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5395. nakedUniform = "U_BasicBody";
  5396. hiddenSelections[] = {"Camo1","Camo2"};
  5397. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_yellow_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5398. };
  5399. //Squad Specific Senior Trooper
  5400. 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 }; };
  5401. 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 }; };
  5402. 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 }; };
  5403. //Squad Specific Veteran Trooper
  5404. 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 }; };
  5405. 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 }; };
  5406. 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
  5407. // {
  5408. // class HitPoints : HitPoints
  5409. // {
  5410. // class HitAbdomen:HitAbdomen
  5411. // {
  5412. // armor = 16;
  5413. // passThrough = 0.6;
  5414. // };
  5415. // class HitArms:HitArms
  5416. // {
  5417. // armor = 16;
  5418. // passThrough = 0.6;
  5419. // };
  5420. // class HitBody:HitBody
  5421. // {
  5422. // armor = 32;
  5423. // passThrough = 0.6;
  5424. // };
  5425. // class HitChest:HitChest
  5426. // {
  5427. // armor = 32;
  5428. // passThrough = 0.6;
  5429. // };
  5430. // class HitDiaphragm:HitDiaphragm
  5431. // {
  5432. // armor = 32;
  5433. // passThrough = 0.6;
  5434. // };
  5435. // class HitNeck:HitNeck
  5436. // {
  5437. // armor = 8;
  5438. // passThrough = 0.6;
  5439. // };
  5440. // class HitPelvis:HitPelvis
  5441. // {
  5442. // armor = 16;
  5443. // passThrough = 0.6;
  5444. // };
  5445. // };
  5446. // };
  5447. };