#include "../../config_macros.hpp" #include "../../../RD501_main/config_macros.hpp" #include "armor_patches.hpp" class CfgPatches { class macro_patch_name(clones) { addonRootClass=macro_patch_name(units); requiredAddons[]= { macro_patch_name(units) }; requiredVersion=0.1; units[]={ }; weapons[]= { marco_swop_armor_classes }; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class SWOP_Clonetrooper_501jesse_F_CombatUniform:Uniform_Base { class ItemInfo; }; //uniforms #include "_uniforms.hpp" #include "_clone_armor_readjust_base.hpp" #include "_clone_armor_readjust_1.hpp" #include "_cadet_armor.hpp" #include "_medic_armor.hpp" #include "_rto_armor.hpp" #include "_other_armor.hpp" #include "_headwear.hpp" class JLTS_clone_comlink; class rd501_JLTS_clone_comlink: JLTS_clone_comlink { tf_range=5000; displayName="[501st] Clone Comlink"; }; class JLTS_Clone_ARC_backpack; class rd501_JLTS_ARC_backpack_noLR : JLTS_Clone_ARC_backpack { f_hasLRradio = 0; displayName = "[501st] ARC Backpack no LR"; }; //chest class macro_new_vest_class(blufor,purge_vest): V_RebreatherB { author = "RD501"; scope = 2; side = 3; displayName = "Clone Purgetrooper Armor"; picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa"; model = "\SWOP_clones\armor\cloneArmor.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa}; class ItemInfo: VestItem { uniformModel = "\SWOP_clones\armor\cloneArmor.p3d"; modelsides[] = {6}; macro_rebreather_armor_stuff hiddenSelections[] = {"Camo1"}; macro_clone_armor_hitpoints }; }; class macro_new_vest_class(blufor,gold_boi): V_RebreatherB { author = "RD501"; scope = 2; side = 3; displayName = "Clone Goldilocks"; picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa"; model = "\SWOP_clones\armor\cloneArmor.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge_chest.paa}; hiddenSelectionsMaterials[]= { "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat }; class ItemInfo: VestItem { uniformModel = "\SWOP_clones\armor\cloneArmor.p3d"; modelsides[] = {6}; macro_rebreather_armor_stuff hiddenSelections[] = {"Camo1"}; macro_clone_armor_hitpoints }; }; class macro_new_vest_class(blufor,krayt_vest):V_RebreatherB { author = "RD501"; scope = 2; side = 3; displayName = "Clone Pilot - 'Krayt'"; picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa"; model = "\SWOP_clones\armor\cloneArmorRecon.p3d"; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\vest_krayt.paa, TEXTUREPATH\Republic\clones\krayt\krayt_spec.paa}; class ItemInfo: VestItem { uniformModel = "\SWOP_clones\armor\cloneArmorRecon.p3d"; modelsides[] = {6}; hiddenSelections[] = {"Camo1", "Camo2"}; macro_rebreather_armor_stuff class HitpointsProtectionInfo { class Diaphragm { hitpointName = "HitDiaphragm"; armor = 7500; passThrough = 0.4; }; class Chest { hitpointName = "HitChest"; armor = 7000; passThrough = 0.4; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 5000; passThrough = 0.4; }; class Pelvis { hitpointName = "HitPelvis"; armor = 6700; passThrough = 0.4; }; class Neck { hitpointName = "HitNeck"; armor = 1000; passThrough = 0.2; }; class Arms { hitpointName = "HitArms"; armor = 4000; passThrough = 0.2; }; class Body { armor = 4000; hitpointName = "HitBody"; passThrough = 0.4; }; }; }; }; class macro_new_vest_class(blufor,krayt_vest2):macro_new_vest_class(blufor,krayt_vest) { model = "\SWOP_clones\armor\cloneArmorAir.p3d"; displayName = "Clone Pilot - 'AirKrayt'"; class ItemInfo: ItemInfo { uniformModel = "\SWOP_clones\armor\cloneArmorAir.p3d"; }; }; class macro_new_vest_class(501_inf,acc_9):V_RebreatherB { author = "RD501"; scope = 2; side = 3; displayName = "[501st] INF ACC 09 (First Lt.)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: VestItem { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; modelsides[] = {6}; hiddenSelections[] = {"Camo1"}; macro_rebreather_armor_stuff containerClass="Supply100"; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class HitpointsProtectionInfo { class Diaphragm { hitpointName = "HitDiaphragm"; armor = 7500; passThrough = 0.4; }; class Chest { hitpointName = "HitChest"; armor = 7000; passThrough = 0.4; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 5000; passThrough = 0.4; }; class Pelvis { hitpointName = "HitPelvis"; armor = 6700; passThrough = 0.4; }; class Neck { hitpointName = "HitNeck"; armor = 1000; passThrough = 0.2; }; class Arms { hitpointName = "HitArms"; armor = 4000; passThrough = 0.2; }; class Body { armor = 4000; hitpointName = "HitBody"; passThrough = 0.4; }; }; }; }; class macro_new_vest_class(501_inf,acc_9_v2): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 09 (First Lt. V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_inf,acc_8): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 08 (Second Lt.)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\2nd_lt_pauldron.paa}; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; }; }; class macro_new_vest_class(501_inf,acc_8_v2): macro_new_vest_class(501_inf,acc_8) { displayName = "[501st] INF ACC 08 (Second Lt. V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_inf,acc_12): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 06 (Sgt. Major)" picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sgtmajor_pauldron.paa}; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; }; }; class macro_new_vest_class(501_inf,acc_12_v2): macro_new_vest_class(501_inf,acc_12) { displayName = "[501st] INF ACC 06 (Sgt. Major V2)" model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_inf,acc_6): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 06 (Sgt. Major (C))"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\comp_ncoic_pauldron.paa}; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; }; }; class macro_new_vest_class(501_inf,acc_6_v2): macro_new_vest_class(501_inf,acc_6) { displayName = "[501st] INF ACC 06 (Sgt. Major (C) V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_inf,acc_7): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 07 (Sgt. Major (B))"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_ncoic_pauldron.paa}; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; }; }; class macro_new_vest_class(501_inf,acc_7_v2): macro_new_vest_class(501_inf,acc_7) { displayName = "[501st] INF ACC 07 (Sgt. Major (B) V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_inf,acc_10): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 10 (Captain)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\cpt_pauldron.paa}; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; }; }; class macro_new_vest_class(501_inf,acc_10_v2): macro_new_vest_class(501_inf,acc_10) { displayName = "[501st] INF ACC 10 (Captain V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_inf,acc_11): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 11 (Major)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\maj_pauldron.paa}; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; }; }; class macro_new_vest_class(501_inf,acc_11_v2): macro_new_vest_class(501_inf,acc_11) { displayName = "[501st] INF ACC 11 (Major V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_inf,acc_3): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 03 (Sr. Corporal)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa}; hiddenSelectionsMaterials[]= { }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d"; containerClass="Supply100"; hiddenSelectionsMaterials[]= { }; }; }; class macro_new_vest_class(501_inf,acc_1): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 01 (Vet. Trooper)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa}; hiddenSelectionsMaterials[]= { }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d"; containerClass="Supply100"; hiddenSelectionsMaterials[]= { }; }; }; class macro_new_vest_class(501_inf,acc_2): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 02 (Corporal)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"}; hiddenSelectionsMaterials[]= { }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d"; containerClass="Supply100"; hiddenSelectionsMaterials[]= { }; }; }; class macro_new_vest_class(501_inf,acc_4): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 04 (Sergeant)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d"; hiddenSelections[] = {"Camo1","camo2"}; hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa", "MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d"; containerClass="Supply100"; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_inf,acc_5): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC 05 (Sr. Sergeant)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d"; hiddenSelections[] = {"Camo1","camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa, TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { hiddenSelections[]= {"camo1","camo2"}; uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d"; containerClass="Supply100"; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_inf,acc_r1): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC RTO (NCO)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_rto_pauldron.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_inf,acc_r1_v2): macro_new_vest_class(501_inf,acc_r1) { displayName = "[501st] INF ACC RTO (NCO) V2"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_inf,acc_m1): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] INF ACC Medic (NCO)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_medic_pauldron.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_inf,acc_m1_v2): macro_new_vest_class(501_inf,acc_m1) { displayName = "[501st] INF ACC Medic (NCO) V2"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; // class macro_new_vest_class(501_ab,acc_1): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB ACC 01 (Cadet)"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_cadet_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_ab,acc_2): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB ACC 02 (Trooper)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_ab,acc_3): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB ACC 03 (Corporal)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_ab,acc_4): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB ACC 04 (Sergeant)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\heavy_accessories_co.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_ab,acc_5): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB ACC 05 (Sgt. Major)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc4_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_ab,acc_5_v2): macro_new_vest_class(501_ab,acc_5) { displayName = "[501st] AB ACC 05 (Sgt. Major V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_ab,acc_13): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB ACC 06 (NCOIC)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ncoic_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_ab,acc_13_v2): macro_new_vest_class(501_ab,acc_13) { displayName = "[501st] AB ACC 06 (NCOIC V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_ab,acc_6): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB ACC 07 (Second Lt.)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc3_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_ab,acc_6_v2): macro_new_vest_class(501_ab,acc_6) { displayName = "[501st] AB ACC 07 (Second Lt. V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_ab,acc_7): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB ACC 08 (First Lt.)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc2_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_ab,acc_7_v2): macro_new_vest_class(501_ab,acc_7) { displayName = "[501st] AB ACC 08 (First Lt. V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_ab,acc_8): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB ACC 09 (Captain)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc1_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_ab,acc_8_v2): macro_new_vest_class(501_ab,acc_8) { displayName = "[501st] AB ACC 09 (Captain V2)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_ab,acc_9): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB RTO ACC 01 (Corporal)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc1.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_ab,acc_10): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB MED ACC 01 (Corporal)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc1.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_ab,acc_11): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB RTO ACC 02 (Sergeant)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_ab,acc_12): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AB MED ACC 02 (Sergeant)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; // class macro_new_vest_class(501_avi,acc_1): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AVI ACC 01 (Flight Officer)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"}; hiddenSelectionsMaterials[]= { }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { }; }; }; class macro_new_vest_class(501_avi,acc_2): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AVI ACC 02 (Jr. Lieutenant)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa","MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat", "" }; }; }; class macro_new_vest_class(501_avi,acc_3): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AVI ACC 03 (Second Lieutenant)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx1_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_avi,acc_3_v2): macro_new_vest_class(501_avi,acc_3) { displayName = "[501st] AVI ACC 03 (Second Lieutenant) V2"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_avi,acc_4): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AVI ACC 04 (First Lieutenant)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx2_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_avi,acc_4_v2): macro_new_vest_class(501_avi,acc_4) { displayName = "[501st] AVI ACC 04 (First Lieutenant) V2"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; class macro_new_vest_class(501_avi,acc_5): macro_new_vest_class(501_inf,acc_9) { displayName = "[501st] AVI ACC 05 (Captain)"; picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat" }; }; }; class macro_new_vest_class(501_avi,acc_5_v2): macro_new_vest_class(501_avi,acc_5) { displayName = "[501st] AVI ACC 05 (Captain) V2"; model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; class ItemInfo: ItemInfo { uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d"; }; }; // class macro_new_vest_class(501_arc,acc_1): macro_new_vest_class(501_inf,acc_9) { displayname = "[501st] ARC ACC 01" picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {MRC\JLTS\characters\CloneArmor\data\Clone_vest_arc_co.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat" }; class ItemInfo: ItemInfo { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat" }; }; }; class macro_new_vest_class(501_arc,acc_3): macro_new_vest_class(501_inf,acc_9) { displayname = "[501st] ARC ACC 02" picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_02.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat" }; class ItemInfo: ItemInfo { uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat" }; }; }; class macro_new_vest_class(501_arc,acc_4): macro_new_vest_class(501_inf,acc_9) { displayname = "[501st] ARC ACC 03" picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_03.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat" }; class ItemInfo: ItemInfo { uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat" }; }; }; class macro_new_vest_class(501_arc,acc_5): macro_new_vest_class(501_inf,acc_9) { displayname = "[501st] ARC ACC 04" picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_04.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat" }; class ItemInfo: ItemInfo { uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat" }; }; }; // class macro_new_vest_class(501_rg,acc_1): macro_new_vest_class(501_inf,acc_9) { displayname = "[Empire] Royal Guard ACC" picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestKama_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\acc\rg_acc.paa}; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat" }; class ItemInfo: ItemInfo { uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d"; containerClass="Supply100"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat" }; }; }; // class macro_new_vest_class(501_invis,vest): macro_new_vest_class(501_inf,acc_9) { displayname = "[501st] Nanoweave Under Armour" picture = "\SWOP_sith\data\impguardpalliumicon_x_ca.paa"; model="RD501_Units\nothing.p3d"; hiddenSelections[] = {""}; hiddenSelectionsTextures[] = {""}; hiddenSelectionsMaterials[]={""}; class ItemInfo: ItemInfo { uniformModel="RD501_Units\nothing.p3d"; containerClass="Supply100"; hiddenSelections[]={""}; hiddenSelectionsMaterials[]={""}; }; }; class macro_new_vest_class(501_holster,vest): macro_new_vest_class(501_inf,acc_9) { displayname = "[501st] Sidearm Holster" picture = "\MRC\JLTS\characters\CloneArmor2\data\ui\CloneVestHolster_ui_ca.paa"; model = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"}; class ItemInfo: ItemInfo { uniformmodel = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d"; containerClass="Supply100"; hiddenSelections[] = {"camo1"}; }; }; class macro_new_vest_class(501_razorblade_holster,vest): macro_new_vest_class(501_inf,acc_9) { displayname = "[501st] Razorblade Holster" picture="\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_pic.paa"; model="\RD501_Units\models\razorblade_holster.p3d"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"}; hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"}; class ItemInfo: ItemInfo { uniformModel="\RD501_Units\models\razorblade_holster.p3d"; containerClass="Supply100"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"}; hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"}; }; }; class macro_new_vest_class(501_mynock_sgm,vest):macro_new_vest_class(501_inf,acc_9) { displayname = "[501st] MYN ACC 01" picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"}; class ItemInfo: ItemInfo { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d"; containerClass="Supply100"; hiddenSelections[] = {"camo1"}; }; }; class macro_new_vest_class(501_mynock_co,vest):macro_new_vest_class(501_inf,acc_9) { displayname = "[501st] MYN ACC 02" picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneLegions\data\Clone_501stOfficer_vest_co.paa"}; class ItemInfo: ItemInfo { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d"; containerClass="Supply100"; hiddenSelections[] = {"camo1"}; }; }; }; class DefaultEventhandlers; class CfgVehicles { class SWOP_Clonetrooper_501jesse_F; class B_Soldier_base_f; class B_Soldier_f: B_Soldier_base_F { class HitPoints; }; class macro_new_uniform_skin_class(blufor,purge_uniform): B_Soldier_base_F { author = "RD501"; scope = 1; model = "SWOP_clones\uniform\cloneBody.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa}; class EventHandlers :DefaultEventhandlers {}; }; class macro_new_uniform_skin_class(blufor,krayt_uniform): B_Soldier_base_F { author = "RD501"; scope = 1; model = "SWOP_clones\uniform\cloneBody.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\uniform_krayt.paa}; class EventHandlers :DefaultEventhandlers {}; }; class macro_new_uniform_skin_class(blufor,jesse): SWOP_Clonetrooper_501jesse_F { author = "RD501"; scope = 2; model = "SWOP_clones\uniform\cloneBody.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\Jesse_medic_uniform.paa }; class EventHandlers : DefaultEventhandlers {}; }; class SWOP_Clonetrooper_501srtrooper_F; class macro_new_uniform_skin_class(blufor,senior_trooper): SWOP_Clonetrooper_501srtrooper_F { author = "RD501"; scope = 1; model = "SWOP_clones\uniform\cloneBody.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\SRTrooper_uniform.paa }; class EventHandlers : DefaultEventhandlers {}; }; class macro_new_uniform_skin_class(blufor,vet_trooper): SWOP_Clonetrooper_501srtrooper_F { author = "RD501"; scope = 1; model = "SWOP_clones\uniform\cloneBody.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa }; class EventHandlers : DefaultEventhandlers {}; }; class macro_new_uniform_skin_class(blufor,gold_trooper): SWOP_Clonetrooper_501srtrooper_F { author = "RD501"; scope = 1; model = "SWOP_clones\uniform\cloneBody.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = { TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa }; class EventHandlers : DefaultEventhandlers {}; hiddenSelectionsMaterials[]= { "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat }; }; class O_Soldier_base_F; class SWOP_Mando_Uniform_black: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Mando_Uniform_brown: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Mando_Uniform_Wren: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Mando_Uniform_DW: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Mando_Uniform_green: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Mando_Uniform_protectors: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Mando_Uniform_red: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_StormTFO_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_StormTFO_Exec_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_ST_clear_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_ST_jump_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_GreClothes_reb_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Reb_f_DB_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Reb_f_WB_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_RebU_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_RebT_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_RebSc_Bl: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_RebSc_B: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_RebS_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Resistance_HeavyUnif_Brown_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Resistance_HeavyUnif_KhakiR_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; class SWOP_Resistance_unif_beigeB_F: O_Soldier_base_F { htMax = 1800; htMin = 60; class HitPoints { class HitFace { armor = 1; explosionShielding = 0.1; material = -1; minimalHit = 0.01; name = "face_hub"; passThrough = 0.8; radius = 0.08; }; class HitNeck: HitFace { armor = 1; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "neck"; passThrough = 0.8; radius = 0.1; }; class HitHead: HitNeck { armor = 1; depends = "HitFace max HitNeck"; explosionShielding = 0.5; material = -1; minimalHit = 0.01; name = "head"; passThrough = 0.8; radius = 0.2; }; class HitPelvis { armor = 6; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "pelvis"; passThrough = 0.8; radius = 0.24; visual = "injury_body"; }; class HitAbdomen: HitPelvis { armor = 1; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "spine1"; passThrough = 0.8; radius = 0.16; visual = "injury_body"; }; class HitDiaphragm: HitAbdomen { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine2"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitChest: HitDiaphragm { armor = 1; depends = "0"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "spine3"; passThrough = 0.8; radius = 0.18; visual = "injury_body"; }; class HitBody: HitChest { armor = 1000; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding = 6; material = -1; minimalHit = 0.01; name = "body"; passThrough = 1; radius = 0; visual = "injury_body"; }; class HitArms { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "arms"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor = 3; depends = "HitArms"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "hands"; passThrough = 1; radius = 0.1; visual = "injury_hands"; }; class HitLegs { armor = 3; depends = "0"; explosionShielding = 1; material = -1; minimalHit = 0.01; name = "legs"; passThrough = 1; radius = 0.14; visual = "injury_legs"; }; class Incapacitated { armor = 1000; depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding = 1; material = -1; minimalHit = 0; name = "body"; passThrough = 1; radius = 0; visual = ""; }; }; }; ///Infantry/// class macro_new_uniform_skin_class(501_inf,recruit): B_Soldier_f { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\recruit_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\recruit_armor_lower.paa}; hiddenSelectionsMaterials[]= { "MRC\JLTS\characters\CloneArmor\data\clone_armor1_clean.rvmat", "MRC\JLTS\characters\CloneArmor\data\clone_armor2_clean.rvmat" }; uniformClass= macro_new_uniform_class(501_inf,recruit); class HitPoints: HitPoints { class HitFace { armor=1; material=-1; name="face_hub"; passThrough=0.80000001; radius=0.079999998; explosionShielding=0.1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=1; material=-1; name="neck"; passThrough=0.80000001; radius=0.1; explosionShielding=0.5; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=1; material=-1; name="head"; passThrough=0.80000001; radius=0.2; explosionShielding=0.5; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=8; material=-1; name="pelvis"; passThrough=0.80000001; radius=0.23999999; explosionShielding=3; visual="injury_body"; minimalHit=0.0099999998; depends=""; }; class HitAbdomen: HitPelvis { armor=6; material=-1; name="spine1"; passThrough=0.80000001; radius=0.16; explosionShielding=3; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=6; material=-1; name="spine2"; passThrough=0.33000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=8; material=-1; name="spine3"; passThrough="0.33000001radius = 0.18"; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=6; material=-1; name="arms"; passThrough=1; radius=0.1; explosionShielding=3; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitHands: HitArms { armor=6; material=-1; name="hands"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=6; material=-1; name="legs"; passThrough=1; radius=0.14; explosionShielding=3; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class Incapacitated: HitLegs { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=3; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; class HitLeftArm { armor=6; material=-1; name="hand_l"; passThrough=1; radius=0.079999998; explosionShielding=3; visual="injury_hands"; minimalHit=0.0099999998; }; class HitRightArm: HitLeftArm { name="hand_r"; }; class HitLeftLeg { armor=6; material=-1; name="leg_l"; passThrough=1; radius=0.1; explosionShielding=3; visual="injury_legs"; minimalHit=0.0099999998; }; class HitRightLeg: HitLeftLeg { name="leg_r"; }; }; armor=2; armorStructural=4; explosionShielding=0.40000001; minTotalDamageThreshold=0.001; impactDamageMultiplier=0.5; }; class macro_new_uniform_skin_class(501_inf,cadet): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_Armor_Upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf,trooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf,strooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf,vtrooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf,nco): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_medic,nco): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_inf_rto,nco): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa}; }; ///Airborne/// class macro_new_uniform_skin_class(501_ab,cadet): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab,trooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab,strooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab,vtrooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab,cpl): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_medic,cpl): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_rto,cpl): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab,scpl): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_medic,scpl): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_rto,scpl): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab,cs): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_medic,cs): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_rto,cs): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab,scs): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_medic,scs): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab_rto,scs): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_ab,csm): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 1; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_csm_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_csm_armor_lower.paa}; }; // class macro_new_uniform_skin_class(501_avi,cxc): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_avi,scxc): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_avi,cxx): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_avi,scxx): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_avi,cxp): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_avi,cxs): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_avi,cx1): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_avi,cx2): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_avi,cx3): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_lower.paa}; }; // class macro_new_uniform_skin_class(empire_rg,boi): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\rg_armour_upper.paa,TEXTUREPATH\gcw\empire\rg\rg_armour_lower.paa}; }; // class macro_new_uniform_skin_class(501_arc,01): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper_01.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa}; }; class macro_new_uniform_skin_class(501_arc,02): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa}; }; // class macro_new_uniform_skin_class(501_utc,01): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_blue_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_utc,02): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_green_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_utc,03): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_indigo_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_utc,04): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_orange_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_utc,05): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_pink_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_utc,06): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_red_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_utc,07): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_violet_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa}; }; class macro_new_uniform_skin_class(501_utc,08): macro_new_uniform_skin_class(501_inf,recruit) { author = "RD501"; scope = 2; model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_yellow_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa}; }; //Squad Specific Senior Trooper 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 }; }; 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 }; }; 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 }; }; //Squad Specific Veteran Trooper 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 }; }; 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 }; }; 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 // { // class HitPoints : HitPoints // { // class HitAbdomen:HitAbdomen // { // armor = 16; // passThrough = 0.6; // }; // class HitArms:HitArms // { // armor = 16; // passThrough = 0.6; // }; // class HitBody:HitBody // { // armor = 32; // passThrough = 0.6; // }; // class HitChest:HitChest // { // armor = 32; // passThrough = 0.6; // }; // class HitDiaphragm:HitDiaphragm // { // armor = 32; // passThrough = 0.6; // }; // class HitNeck:HitNeck // { // armor = 8; // passThrough = 0.6; // }; // class HitPelvis:HitPelvis // { // armor = 16; // passThrough = 0.6; // }; // }; // }; };