config.cpp 151 KB

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  1. #include "../../config_macros.hpp"
  2. #include "../../../RD501_main/config_macros.hpp"
  3. #include "armor_patches.hpp"
  4. class CfgPatches
  5. {
  6. class macro_patch_name(clones)
  7. {
  8. addonRootClass=macro_patch_name(units);
  9. requiredAddons[]=
  10. {
  11. macro_patch_name(units)
  12. };
  13. requiredVersion=0.1;
  14. units[]={
  15. };
  16. weapons[]=
  17. {
  18. marco_swop_armor_classes
  19. };
  20. };
  21. };
  22. class cfgWeapons
  23. {
  24. class Uniform_Base;
  25. class UniformItem;
  26. class SWOP_Clonetrooper_501jesse_F_CombatUniform:Uniform_Base
  27. {
  28. class ItemInfo;
  29. };
  30. //uniforms
  31. #include "_uniforms.hpp"
  32. #include "_clone_armor_readjust_base.hpp"
  33. #include "_clone_armor_readjust_1.hpp"
  34. #include "_cadet_armor.hpp"
  35. #include "_medic_armor.hpp"
  36. #include "_rto_armor.hpp"
  37. #include "_other_armor.hpp"
  38. #include "_headwear.hpp"
  39. class JLTS_clone_comlink;
  40. class rd501_JLTS_clone_comlink: JLTS_clone_comlink
  41. {
  42. tf_range=5000;
  43. displayName="[501st] Clone Comlink";
  44. };
  45. class JLTS_Clone_ARC_backpack;
  46. class rd501_JLTS_ARC_backpack_noLR : JLTS_Clone_ARC_backpack
  47. {
  48. f_hasLRradio = 0;
  49. displayName = "[501st] ARC Backpack no LR";
  50. };
  51. //chest
  52. class macro_new_vest_class(blufor,purge_vest): V_RebreatherB
  53. {
  54. author = "RD501";
  55. scope = 2;
  56. side = 3;
  57. displayName = "Clone Purgetrooper Armor";
  58. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  59. model = "\SWOP_clones\armor\cloneArmor.p3d";
  60. hiddenSelections[] = {"Camo1"};
  61. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  62. class ItemInfo: VestItem
  63. {
  64. uniformModel = "\SWOP_clones\armor\cloneArmor.p3d";
  65. modelsides[] = {6};
  66. macro_rebreather_armor_stuff
  67. hiddenSelections[] = {"Camo1"};
  68. macro_clone_armor_hitpoints
  69. };
  70. };
  71. class macro_new_vest_class(blufor,gold_boi): V_RebreatherB
  72. {
  73. author = "RD501";
  74. scope = 2;
  75. side = 3;
  76. displayName = "Clone Goldilocks";
  77. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  78. model = "\SWOP_clones\armor\cloneArmor.p3d";
  79. hiddenSelections[] = {"Camo1"};
  80. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge_chest.paa};
  81. hiddenSelectionsMaterials[]=
  82. {
  83. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  84. };
  85. class ItemInfo: VestItem
  86. {
  87. uniformModel = "\SWOP_clones\armor\cloneArmor.p3d";
  88. modelsides[] = {6};
  89. macro_rebreather_armor_stuff
  90. hiddenSelections[] = {"Camo1"};
  91. macro_clone_armor_hitpoints
  92. };
  93. };
  94. class macro_new_vest_class(blufor,krayt_vest):V_RebreatherB
  95. {
  96. author = "RD501";
  97. scope = 2;
  98. side = 3;
  99. displayName = "Clone Pilot - 'Krayt'";
  100. picture = "\SWOP_clones\data\body\icoARMOR\Ico_armor.paa";
  101. model = "\SWOP_clones\armor\cloneArmorRecon.p3d";
  102. hiddenSelections[] = {"Camo1", "Camo2"};
  103. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\vest_krayt.paa, TEXTUREPATH\Republic\clones\krayt\krayt_spec.paa};
  104. class ItemInfo: VestItem
  105. {
  106. uniformModel = "\SWOP_clones\armor\cloneArmorRecon.p3d";
  107. modelsides[] = {6};
  108. hiddenSelections[] = {"Camo1", "Camo2"};
  109. macro_rebreather_armor_stuff
  110. class HitpointsProtectionInfo
  111. {
  112. class Diaphragm
  113. {
  114. hitpointName = "HitDiaphragm";
  115. armor = 7500;
  116. passThrough = 0.4;
  117. };
  118. class Chest
  119. {
  120. hitpointName = "HitChest";
  121. armor = 7000;
  122. passThrough = 0.4;
  123. };
  124. class Abdomen
  125. {
  126. hitpointName = "HitAbdomen";
  127. armor = 5000;
  128. passThrough = 0.4;
  129. };
  130. class Pelvis
  131. {
  132. hitpointName = "HitPelvis";
  133. armor = 6700;
  134. passThrough = 0.4;
  135. };
  136. class Neck
  137. {
  138. hitpointName = "HitNeck";
  139. armor = 1000;
  140. passThrough = 0.2;
  141. };
  142. class Arms
  143. {
  144. hitpointName = "HitArms";
  145. armor = 4000;
  146. passThrough = 0.2;
  147. };
  148. class Body
  149. {
  150. armor = 4000;
  151. hitpointName = "HitBody";
  152. passThrough = 0.4;
  153. };
  154. };
  155. };
  156. };
  157. class macro_new_vest_class(blufor,krayt_vest2):macro_new_vest_class(blufor,krayt_vest)
  158. {
  159. model = "\SWOP_clones\armor\cloneArmorAir.p3d";
  160. displayName = "Clone Pilot - 'AirKrayt'";
  161. class ItemInfo: ItemInfo
  162. {
  163. uniformModel = "\SWOP_clones\armor\cloneArmorAir.p3d";
  164. };
  165. };
  166. class macro_new_vest_class(501_inf,acc_9):V_RebreatherB
  167. {
  168. author = "RD501";
  169. scope = 2;
  170. side = 3;
  171. displayName = "[501st] INF ACC 09 (First Lt.)";
  172. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  173. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  174. hiddenSelections[] = {"Camo1"};
  175. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa};
  176. hiddenSelectionsMaterials[]=
  177. {
  178. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  179. };
  180. class ItemInfo: VestItem
  181. {
  182. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  183. modelsides[] = {6};
  184. hiddenSelections[] = {"Camo1"};
  185. macro_rebreather_armor_stuff
  186. containerClass="Supply100";
  187. hiddenSelectionsMaterials[]=
  188. {
  189. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  190. };
  191. class HitpointsProtectionInfo
  192. {
  193. class Diaphragm
  194. {
  195. hitpointName = "HitDiaphragm";
  196. armor = 7500;
  197. passThrough = 0.4;
  198. };
  199. class Chest
  200. {
  201. hitpointName = "HitChest";
  202. armor = 7000;
  203. passThrough = 0.4;
  204. };
  205. class Abdomen
  206. {
  207. hitpointName = "HitAbdomen";
  208. armor = 5000;
  209. passThrough = 0.4;
  210. };
  211. class Pelvis
  212. {
  213. hitpointName = "HitPelvis";
  214. armor = 6700;
  215. passThrough = 0.4;
  216. };
  217. class Neck
  218. {
  219. hitpointName = "HitNeck";
  220. armor = 1000;
  221. passThrough = 0.2;
  222. };
  223. class Arms
  224. {
  225. hitpointName = "HitArms";
  226. armor = 4000;
  227. passThrough = 0.2;
  228. };
  229. class Body
  230. {
  231. armor = 4000;
  232. hitpointName = "HitBody";
  233. passThrough = 0.4;
  234. };
  235. };
  236. };
  237. };
  238. class macro_new_vest_class(501_inf,acc_9_v2): macro_new_vest_class(501_inf,acc_9)
  239. {
  240. displayName = "[501st] INF ACC 09 (First Lt. V2)";
  241. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  242. class ItemInfo: ItemInfo
  243. {
  244. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  245. };
  246. };
  247. class macro_new_vest_class(501_inf,acc_8): macro_new_vest_class(501_inf,acc_9)
  248. {
  249. displayName = "[501st] INF ACC 08 (Second Lt.)";
  250. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  251. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  252. hiddenSelections[] = {"Camo1"};
  253. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\2nd_lt_pauldron.paa};
  254. class ItemInfo: ItemInfo
  255. {
  256. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  257. containerClass="Supply100";
  258. hiddenSelections[]=
  259. {
  260. "camo1"
  261. };
  262. };
  263. };
  264. class macro_new_vest_class(501_inf,acc_8_v2): macro_new_vest_class(501_inf,acc_8)
  265. {
  266. displayName = "[501st] INF ACC 08 (Second Lt. V2)";
  267. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  268. class ItemInfo: ItemInfo
  269. {
  270. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  271. };
  272. };
  273. class macro_new_vest_class(501_inf,acc_12): macro_new_vest_class(501_inf,acc_9)
  274. {
  275. displayName = "[501st] INF ACC 06 (Sgt. Major)"
  276. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  277. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  278. hiddenSelections[] = {"Camo1"};
  279. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sgtmajor_pauldron.paa};
  280. class ItemInfo: ItemInfo
  281. {
  282. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  283. containerClass="Supply100";
  284. hiddenSelections[]=
  285. {
  286. "camo1"
  287. };
  288. };
  289. };
  290. class macro_new_vest_class(501_inf,acc_12_v2): macro_new_vest_class(501_inf,acc_12)
  291. {
  292. displayName = "[501st] INF ACC 06 (Sgt. Major V2)"
  293. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  294. class ItemInfo: ItemInfo
  295. {
  296. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  297. };
  298. };
  299. class macro_new_vest_class(501_inf,acc_6): macro_new_vest_class(501_inf,acc_9)
  300. {
  301. displayName = "[501st] INF ACC 06 (Sgt. Major (C))";
  302. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  303. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  304. hiddenSelections[] = {"Camo1"};
  305. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\comp_ncoic_pauldron.paa};
  306. class ItemInfo: ItemInfo
  307. {
  308. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  309. containerClass="Supply100";
  310. hiddenSelections[]=
  311. {
  312. "camo1"
  313. };
  314. };
  315. };
  316. class macro_new_vest_class(501_inf,acc_6_v2): macro_new_vest_class(501_inf,acc_6)
  317. {
  318. displayName = "[501st] INF ACC 06 (Sgt. Major (C) V2)";
  319. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  320. class ItemInfo: ItemInfo
  321. {
  322. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  323. };
  324. };
  325. class macro_new_vest_class(501_inf,acc_7): macro_new_vest_class(501_inf,acc_9)
  326. {
  327. displayName = "[501st] INF ACC 07 (Sgt. Major (B))";
  328. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  329. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  330. hiddenSelections[] = {"Camo1"};
  331. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_ncoic_pauldron.paa};
  332. class ItemInfo: ItemInfo
  333. {
  334. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  335. containerClass="Supply100";
  336. hiddenSelections[]=
  337. {
  338. "camo1"
  339. };
  340. };
  341. };
  342. class macro_new_vest_class(501_inf,acc_7_v2): macro_new_vest_class(501_inf,acc_7)
  343. {
  344. displayName = "[501st] INF ACC 07 (Sgt. Major (B) V2)";
  345. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  346. class ItemInfo: ItemInfo
  347. {
  348. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  349. };
  350. };
  351. class macro_new_vest_class(501_inf,acc_10): macro_new_vest_class(501_inf,acc_9)
  352. {
  353. displayName = "[501st] INF ACC 10 (Captain)";
  354. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  355. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  356. hiddenSelections[] = {"Camo1"};
  357. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\cpt_pauldron.paa};
  358. class ItemInfo: ItemInfo
  359. {
  360. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  361. containerClass="Supply100";
  362. hiddenSelections[]=
  363. {
  364. "camo1"
  365. };
  366. };
  367. };
  368. class macro_new_vest_class(501_inf,acc_10_v2): macro_new_vest_class(501_inf,acc_10)
  369. {
  370. displayName = "[501st] INF ACC 10 (Captain V2)";
  371. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  372. class ItemInfo: ItemInfo
  373. {
  374. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  375. };
  376. };
  377. class macro_new_vest_class(501_inf,acc_11): macro_new_vest_class(501_inf,acc_9)
  378. {
  379. displayName = "[501st] INF ACC 11 (Major)";
  380. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  381. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  382. hiddenSelections[] = {"Camo1"};
  383. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\maj_pauldron.paa};
  384. class ItemInfo: ItemInfo
  385. {
  386. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  387. containerClass="Supply100";
  388. hiddenSelections[]=
  389. {
  390. "camo1"
  391. };
  392. };
  393. };
  394. class macro_new_vest_class(501_inf,acc_11_v2): macro_new_vest_class(501_inf,acc_11)
  395. {
  396. displayName = "[501st] INF ACC 11 (Major V2)";
  397. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  398. class ItemInfo: ItemInfo
  399. {
  400. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  401. };
  402. };
  403. class macro_new_vest_class(501_inf,acc_3): macro_new_vest_class(501_inf,acc_9)
  404. {
  405. displayName = "[501st] INF ACC 03 (Sr. Corporal)";
  406. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  407. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  408. hiddenSelections[] = {"Camo1"};
  409. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  410. hiddenSelectionsMaterials[]=
  411. {
  412. };
  413. class ItemInfo: ItemInfo
  414. {
  415. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  416. containerClass="Supply100";
  417. hiddenSelectionsMaterials[]=
  418. {
  419. };
  420. };
  421. };
  422. class macro_new_vest_class(501_inf,acc_1): macro_new_vest_class(501_inf,acc_9)
  423. {
  424. displayName = "[501st] INF ACC 01 (Vet. Trooper)";
  425. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  426. model = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  427. hiddenSelections[] = {"Camo1"};
  428. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  429. hiddenSelectionsMaterials[]=
  430. {
  431. };
  432. class ItemInfo: ItemInfo
  433. {
  434. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d";
  435. containerClass="Supply100";
  436. hiddenSelectionsMaterials[]=
  437. {
  438. };
  439. };
  440. };
  441. class macro_new_vest_class(501_inf,acc_2): macro_new_vest_class(501_inf,acc_9)
  442. {
  443. displayName = "[501st] INF ACC 02 (Corporal)";
  444. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  445. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  446. hiddenSelections[] = {"Camo1"};
  447. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  448. hiddenSelectionsMaterials[]=
  449. {
  450. };
  451. class ItemInfo: ItemInfo
  452. {
  453. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  454. containerClass="Supply100";
  455. hiddenSelectionsMaterials[]=
  456. {
  457. };
  458. };
  459. };
  460. class macro_new_vest_class(501_inf,acc_4): macro_new_vest_class(501_inf,acc_9)
  461. {
  462. displayName = "[501st] INF ACC 04 (Sergeant)";
  463. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  464. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  465. hiddenSelections[] = {"Camo1","camo2"};
  466. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa", "MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  467. hiddenSelectionsMaterials[]=
  468. {
  469. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  470. ""
  471. };
  472. class ItemInfo: ItemInfo
  473. {
  474. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  475. containerClass="Supply100";
  476. hiddenSelectionsMaterials[]=
  477. {
  478. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  479. ""
  480. };
  481. };
  482. };
  483. class macro_new_vest_class(501_inf,acc_5): macro_new_vest_class(501_inf,acc_9)
  484. {
  485. displayName = "[501st] INF ACC 05 (Sr. Sergeant)";
  486. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  487. model = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  488. hiddenSelections[] = {"Camo1","camo2"};
  489. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\1st_lt_pauldron.paa, TEXTUREPATH\Republic\clones\Infantry\acc\sr_nco_acc.paa};
  490. hiddenSelectionsMaterials[]=
  491. {
  492. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  493. ""
  494. };
  495. class ItemInfo: ItemInfo
  496. {
  497. hiddenSelections[]= {"camo1","camo2"};
  498. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  499. containerClass="Supply100";
  500. hiddenSelectionsMaterials[]=
  501. {
  502. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  503. ""
  504. };
  505. };
  506. };
  507. class macro_new_vest_class(501_inf,acc_r1): macro_new_vest_class(501_inf,acc_9)
  508. {
  509. displayName = "[501st] INF ACC RTO (NCO)";
  510. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  511. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  512. hiddenSelections[] = {"Camo1"};
  513. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_rto_pauldron.paa};
  514. hiddenSelectionsMaterials[]=
  515. {
  516. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  517. };
  518. class ItemInfo: ItemInfo
  519. {
  520. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  521. containerClass="Supply100";
  522. hiddenSelections[]=
  523. {
  524. "camo1"
  525. };
  526. hiddenSelectionsMaterials[]=
  527. {
  528. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  529. };
  530. };
  531. };
  532. class macro_new_vest_class(501_inf,acc_r1_v2): macro_new_vest_class(501_inf,acc_r1)
  533. {
  534. displayName = "[501st] INF ACC RTO (NCO) V2";
  535. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  536. class ItemInfo: ItemInfo
  537. {
  538. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  539. };
  540. };
  541. class macro_new_vest_class(501_inf,acc_m1): macro_new_vest_class(501_inf,acc_9)
  542. {
  543. displayName = "[501st] INF ACC Medic (NCO)";
  544. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  545. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  546. hiddenSelections[] = {"Camo1"};
  547. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\acc\bn_medic_pauldron.paa};
  548. hiddenSelectionsMaterials[]=
  549. {
  550. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  551. };
  552. class ItemInfo: ItemInfo
  553. {
  554. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  555. containerClass="Supply100";
  556. hiddenSelections[]=
  557. {
  558. "camo1"
  559. };
  560. hiddenSelectionsMaterials[]=
  561. {
  562. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  563. };
  564. };
  565. };
  566. class macro_new_vest_class(501_inf,acc_m1_v2): macro_new_vest_class(501_inf,acc_m1)
  567. {
  568. displayName = "[501st] INF ACC Medic (NCO) V2";
  569. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  570. class ItemInfo: ItemInfo
  571. {
  572. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  573. };
  574. };
  575. //
  576. class macro_new_vest_class(501_ab,acc_1): macro_new_vest_class(501_inf,acc_9)
  577. {
  578. displayName = "[501st] AB ACC 01 (Cadet)";
  579. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  580. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  581. hiddenSelections[] = {"Camo1","Camo2"};
  582. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_cadet_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  583. hiddenSelectionsMaterials[]=
  584. {
  585. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  586. ""
  587. };
  588. class ItemInfo: ItemInfo
  589. {
  590. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  591. containerClass="Supply100";
  592. hiddenSelections[]=
  593. {
  594. "camo1",
  595. "camo2"
  596. };
  597. hiddenSelectionsMaterials[]=
  598. {
  599. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  600. ""
  601. };
  602. };
  603. };
  604. class macro_new_vest_class(501_ab,acc_2): macro_new_vest_class(501_inf,acc_9)
  605. {
  606. displayName = "[501st] AB ACC 02 (Trooper)";
  607. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  608. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  609. hiddenSelections[] = {"Camo1","Camo2"};
  610. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  611. hiddenSelectionsMaterials[]=
  612. {
  613. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  614. ""
  615. };
  616. class ItemInfo: ItemInfo
  617. {
  618. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d";
  619. containerClass="Supply100";
  620. hiddenSelections[]=
  621. {
  622. "camo1",
  623. "camo2"
  624. };
  625. hiddenSelectionsMaterials[]=
  626. {
  627. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  628. ""
  629. };
  630. };
  631. };
  632. class macro_new_vest_class(501_ab,acc_3): macro_new_vest_class(501_inf,acc_9)
  633. {
  634. displayName = "[501st] AB ACC 03 (Corporal)";
  635. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  636. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  637. hiddenSelections[] = {"Camo1","Camo2"};
  638. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_cpl_acc.paa};
  639. hiddenSelectionsMaterials[]=
  640. {
  641. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  642. ""
  643. };
  644. class ItemInfo: ItemInfo
  645. {
  646. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  647. containerClass="Supply100";
  648. hiddenSelections[]=
  649. {
  650. "camo1",
  651. "camo2"
  652. };
  653. hiddenSelectionsMaterials[]=
  654. {
  655. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  656. ""
  657. };
  658. };
  659. };
  660. class macro_new_vest_class(501_ab,acc_4): macro_new_vest_class(501_inf,acc_9)
  661. {
  662. displayName = "[501st] AB ACC 04 (Sergeant)";
  663. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  664. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  665. hiddenSelections[] = {"Camo1","Camo2"};
  666. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\heavy_accessories_co.paa};
  667. hiddenSelectionsMaterials[]=
  668. {
  669. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  670. ""
  671. };
  672. class ItemInfo: ItemInfo
  673. {
  674. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  675. containerClass="Supply100";
  676. hiddenSelections[]=
  677. {
  678. "camo1",
  679. "camo2"
  680. };
  681. hiddenSelectionsMaterials[]=
  682. {
  683. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  684. ""
  685. };
  686. };
  687. };
  688. class macro_new_vest_class(501_ab,acc_5): macro_new_vest_class(501_inf,acc_9)
  689. {
  690. displayName = "[501st] AB ACC 05 (Sgt. Major)";
  691. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  692. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  693. hiddenSelections[] = {"Camo1"};
  694. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc4_acc.paa};
  695. hiddenSelectionsMaterials[]=
  696. {
  697. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  698. };
  699. class ItemInfo: ItemInfo
  700. {
  701. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  702. containerClass="Supply100";
  703. hiddenSelections[]=
  704. {
  705. "camo1"
  706. };
  707. hiddenSelectionsMaterials[]=
  708. {
  709. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  710. };
  711. };
  712. };
  713. class macro_new_vest_class(501_ab,acc_5_v2): macro_new_vest_class(501_ab,acc_5)
  714. {
  715. displayName = "[501st] AB ACC 05 (Sgt. Major V2)";
  716. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  717. class ItemInfo: ItemInfo
  718. {
  719. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  720. };
  721. };
  722. class macro_new_vest_class(501_ab,acc_13): macro_new_vest_class(501_inf,acc_9)
  723. {
  724. displayName = "[501st] AB ACC 06 (NCOIC)";
  725. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  726. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  727. hiddenSelections[] = {"Camo1"};
  728. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ncoic_acc.paa};
  729. hiddenSelectionsMaterials[]=
  730. {
  731. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  732. };
  733. class ItemInfo: ItemInfo
  734. {
  735. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  736. containerClass="Supply100";
  737. hiddenSelections[]=
  738. {
  739. "camo1"
  740. };
  741. hiddenSelectionsMaterials[]=
  742. {
  743. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  744. };
  745. };
  746. };
  747. class macro_new_vest_class(501_ab,acc_13_v2): macro_new_vest_class(501_ab,acc_13)
  748. {
  749. displayName = "[501st] AB ACC 06 (NCOIC V2)";
  750. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  751. class ItemInfo: ItemInfo
  752. {
  753. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  754. };
  755. };
  756. class macro_new_vest_class(501_ab,acc_6): macro_new_vest_class(501_inf,acc_9)
  757. {
  758. displayName = "[501st] AB ACC 07 (Second Lt.)";
  759. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  760. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  761. hiddenSelections[] = {"Camo1"};
  762. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc3_acc.paa};
  763. hiddenSelectionsMaterials[]=
  764. {
  765. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  766. };
  767. class ItemInfo: ItemInfo
  768. {
  769. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  770. containerClass="Supply100";
  771. hiddenSelections[]=
  772. {
  773. "camo1"
  774. };
  775. hiddenSelectionsMaterials[]=
  776. {
  777. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  778. };
  779. };
  780. };
  781. class macro_new_vest_class(501_ab,acc_6_v2): macro_new_vest_class(501_ab,acc_6)
  782. {
  783. displayName = "[501st] AB ACC 07 (Second Lt. V2)";
  784. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  785. class ItemInfo: ItemInfo
  786. {
  787. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  788. };
  789. };
  790. class macro_new_vest_class(501_ab,acc_7): macro_new_vest_class(501_inf,acc_9)
  791. {
  792. displayName = "[501st] AB ACC 08 (First Lt.)";
  793. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  794. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  795. hiddenSelections[] = {"Camo1"};
  796. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc2_acc.paa};
  797. hiddenSelectionsMaterials[]=
  798. {
  799. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  800. };
  801. class ItemInfo: ItemInfo
  802. {
  803. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  804. containerClass="Supply100";
  805. hiddenSelections[]=
  806. {
  807. "camo1"
  808. };
  809. hiddenSelectionsMaterials[]=
  810. {
  811. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  812. };
  813. };
  814. };
  815. class macro_new_vest_class(501_ab,acc_7_v2): macro_new_vest_class(501_ab,acc_7)
  816. {
  817. displayName = "[501st] AB ACC 08 (First Lt. V2)";
  818. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  819. class ItemInfo: ItemInfo
  820. {
  821. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  822. };
  823. };
  824. class macro_new_vest_class(501_ab,acc_8): macro_new_vest_class(501_inf,acc_9)
  825. {
  826. displayName = "[501st] AB ACC 09 (Captain)";
  827. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  828. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  829. hiddenSelections[] = {"Camo1"};
  830. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_ofc1_acc.paa};
  831. hiddenSelectionsMaterials[]=
  832. {
  833. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  834. };
  835. class ItemInfo: ItemInfo
  836. {
  837. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  838. containerClass="Supply100";
  839. hiddenSelections[]=
  840. {
  841. "camo1"
  842. };
  843. hiddenSelectionsMaterials[]=
  844. {
  845. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  846. };
  847. };
  848. };
  849. class macro_new_vest_class(501_ab,acc_8_v2): macro_new_vest_class(501_ab,acc_8)
  850. {
  851. displayName = "[501st] AB ACC 09 (Captain V2)";
  852. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  853. class ItemInfo: ItemInfo
  854. {
  855. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  856. };
  857. };
  858. class macro_new_vest_class(501_ab,acc_9): macro_new_vest_class(501_inf,acc_9)
  859. {
  860. displayName = "[501st] AB RTO ACC 01 (Corporal)";
  861. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  862. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  863. hiddenSelections[] = {"Camo1","Camo2"};
  864. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc1.paa};
  865. hiddenSelectionsMaterials[]=
  866. {
  867. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  868. ""
  869. };
  870. class ItemInfo: ItemInfo
  871. {
  872. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  873. containerClass="Supply100";
  874. hiddenSelections[]=
  875. {
  876. "camo1",
  877. "camo2"
  878. };
  879. hiddenSelectionsMaterials[]=
  880. {
  881. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  882. ""
  883. };
  884. };
  885. };
  886. class macro_new_vest_class(501_ab,acc_10): macro_new_vest_class(501_inf,acc_9)
  887. {
  888. displayName = "[501st] AB MED ACC 01 (Corporal)";
  889. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  890. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  891. hiddenSelections[] = {"Camo1","Camo2"};
  892. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc1.paa};
  893. hiddenSelectionsMaterials[]=
  894. {
  895. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  896. ""
  897. };
  898. class ItemInfo: ItemInfo
  899. {
  900. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  901. containerClass="Supply100";
  902. hiddenSelections[]=
  903. {
  904. "camo1",
  905. "camo2"
  906. };
  907. hiddenSelectionsMaterials[]=
  908. {
  909. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  910. ""
  911. };
  912. };
  913. };
  914. class macro_new_vest_class(501_ab,acc_11): macro_new_vest_class(501_inf,acc_9)
  915. {
  916. displayName = "[501st] AB RTO ACC 02 (Sergeant)";
  917. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  918. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  919. hiddenSelections[] = {"Camo1","Camo2"};
  920. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_rto_acc.paa};
  921. hiddenSelectionsMaterials[]=
  922. {
  923. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  924. ""
  925. };
  926. class ItemInfo: ItemInfo
  927. {
  928. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  929. containerClass="Supply100";
  930. hiddenSelections[]=
  931. {
  932. "camo1",
  933. "camo2"
  934. };
  935. hiddenSelectionsMaterials[]=
  936. {
  937. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  938. ""
  939. };
  940. };
  941. };
  942. class macro_new_vest_class(501_ab,acc_12): macro_new_vest_class(501_inf,acc_9)
  943. {
  944. displayName = "[501st] AB MED ACC 02 (Sergeant)";
  945. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  946. model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  947. hiddenSelections[] = {"Camo1","Camo2"};
  948. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\ab\acc\ab_sgt_acc.paa, TEXTUREPATH\Republic\clones\ab\acc\ab_medic_acc.paa};
  949. hiddenSelectionsMaterials[]=
  950. {
  951. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  952. ""
  953. };
  954. class ItemInfo: ItemInfo
  955. {
  956. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d";
  957. containerClass="Supply100";
  958. hiddenSelections[]=
  959. {
  960. "camo1",
  961. "camo2"
  962. };
  963. hiddenSelectionsMaterials[]=
  964. {
  965. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  966. ""
  967. };
  968. };
  969. };
  970. //
  971. class macro_new_vest_class(501_avi,acc_1): macro_new_vest_class(501_inf,acc_9)
  972. {
  973. displayName = "[501st] AVI ACC 01 (Flight Officer)";
  974. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  975. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  976. hiddenSelections[] = {"Camo1"};
  977. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  978. hiddenSelectionsMaterials[]=
  979. {
  980. };
  981. class ItemInfo: ItemInfo
  982. {
  983. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d";
  984. containerClass="Supply100";
  985. hiddenSelections[]=
  986. {
  987. "camo1"
  988. };
  989. hiddenSelectionsMaterials[]=
  990. {
  991. };
  992. };
  993. };
  994. class macro_new_vest_class(501_avi,acc_2): macro_new_vest_class(501_inf,acc_9)
  995. {
  996. displayName = "[501st] AVI ACC 02 (Jr. Lieutenant)";
  997. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  998. model="\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  999. hiddenSelections[] = {"Camo1","Camo2"};
  1000. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa","MRC\JLTS\characters\CloneArmor\data\Clone_vest_heavy_co.paa"};
  1001. hiddenSelectionsMaterials[]=
  1002. {
  1003. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1004. ""
  1005. };
  1006. class ItemInfo: ItemInfo
  1007. {
  1008. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d";
  1009. containerClass="Supply100";
  1010. hiddenSelections[]=
  1011. {
  1012. "camo1",
  1013. "camo2"
  1014. };
  1015. hiddenSelectionsMaterials[]=
  1016. {
  1017. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat",
  1018. ""
  1019. };
  1020. };
  1021. };
  1022. class macro_new_vest_class(501_avi,acc_3): macro_new_vest_class(501_inf,acc_9)
  1023. {
  1024. displayName = "[501st] AVI ACC 03 (Second Lieutenant)";
  1025. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1026. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1027. hiddenSelections[] = {"Camo1"};
  1028. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx1_acc.paa};
  1029. hiddenSelectionsMaterials[]=
  1030. {
  1031. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1032. };
  1033. class ItemInfo: ItemInfo
  1034. {
  1035. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1036. containerClass="Supply100";
  1037. hiddenSelections[]=
  1038. {
  1039. "camo1"
  1040. };
  1041. hiddenSelectionsMaterials[]=
  1042. {
  1043. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1044. };
  1045. };
  1046. };
  1047. class macro_new_vest_class(501_avi,acc_3_v2): macro_new_vest_class(501_avi,acc_3)
  1048. {
  1049. displayName = "[501st] AVI ACC 03 (Second Lieutenant) V2";
  1050. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1051. class ItemInfo: ItemInfo
  1052. {
  1053. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1054. };
  1055. };
  1056. class macro_new_vest_class(501_avi,acc_4): macro_new_vest_class(501_inf,acc_9)
  1057. {
  1058. displayName = "[501st] AVI ACC 04 (First Lieutenant)";
  1059. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1060. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1061. hiddenSelections[] = {"Camo1"};
  1062. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx2_acc.paa};
  1063. hiddenSelectionsMaterials[]=
  1064. {
  1065. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1066. };
  1067. class ItemInfo: ItemInfo
  1068. {
  1069. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1070. containerClass="Supply100";
  1071. hiddenSelections[]=
  1072. {
  1073. "camo1"
  1074. };
  1075. hiddenSelectionsMaterials[]=
  1076. {
  1077. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1078. };
  1079. };
  1080. };
  1081. class macro_new_vest_class(501_avi,acc_4_v2): macro_new_vest_class(501_avi,acc_4)
  1082. {
  1083. displayName = "[501st] AVI ACC 04 (First Lieutenant) V2";
  1084. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1085. class ItemInfo: ItemInfo
  1086. {
  1087. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1088. };
  1089. };
  1090. class macro_new_vest_class(501_avi,acc_5): macro_new_vest_class(501_inf,acc_9)
  1091. {
  1092. displayName = "[501st] AVI ACC 05 (Captain)";
  1093. picture = "\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa";
  1094. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1095. hiddenSelections[] = {"Camo1"};
  1096. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\acc\pilot_cx_acc.paa};
  1097. hiddenSelectionsMaterials[]=
  1098. {
  1099. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1100. };
  1101. class ItemInfo: ItemInfo
  1102. {
  1103. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d";
  1104. containerClass="Supply100";
  1105. hiddenSelections[]=
  1106. {
  1107. "camo1"
  1108. };
  1109. hiddenSelectionsMaterials[]=
  1110. {
  1111. "RD501_Units\textures\Republic\clones\mats\clone_vest_officer.rvmat"
  1112. };
  1113. };
  1114. };
  1115. class macro_new_vest_class(501_avi,acc_5_v2): macro_new_vest_class(501_avi,acc_5)
  1116. {
  1117. displayName = "[501st] AVI ACC 05 (Captain) V2";
  1118. model="\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1119. class ItemInfo: ItemInfo
  1120. {
  1121. uniformModel = "\MRC\JLTS\characters\CloneArmor\CloneVestCommander.p3d";
  1122. };
  1123. };
  1124. //
  1125. class macro_new_vest_class(501_arc,acc_1): macro_new_vest_class(501_inf,acc_9)
  1126. {
  1127. displayname = "[501st] ARC ACC 01"
  1128. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1129. model="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1130. hiddenSelections[] = {"Camo1"};
  1131. hiddenSelectionsTextures[] = {MRC\JLTS\characters\CloneArmor\data\Clone_vest_arc_co.paa};
  1132. hiddenSelectionsMaterials[]=
  1133. {
  1134. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1135. };
  1136. class ItemInfo: ItemInfo
  1137. {
  1138. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestARCCadet.p3d";
  1139. containerClass="Supply100";
  1140. hiddenSelections[]=
  1141. {
  1142. "camo1"
  1143. };
  1144. hiddenSelectionsMaterials[]=
  1145. {
  1146. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1147. };
  1148. };
  1149. };
  1150. class macro_new_vest_class(501_arc,acc_3): macro_new_vest_class(501_inf,acc_9)
  1151. {
  1152. displayname = "[501st] ARC ACC 02"
  1153. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1154. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1155. hiddenSelections[] = {"Camo1"};
  1156. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_02.paa};
  1157. hiddenSelectionsMaterials[]=
  1158. {
  1159. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1160. };
  1161. class ItemInfo: ItemInfo
  1162. {
  1163. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1164. containerClass="Supply100";
  1165. hiddenSelections[]=
  1166. {
  1167. "camo1"
  1168. };
  1169. hiddenSelectionsMaterials[]=
  1170. {
  1171. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1172. };
  1173. };
  1174. };
  1175. class macro_new_vest_class(501_arc,acc_4): macro_new_vest_class(501_inf,acc_9)
  1176. {
  1177. displayname = "[501st] ARC ACC 03"
  1178. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1179. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1180. hiddenSelections[] = {"Camo1"};
  1181. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_03.paa};
  1182. hiddenSelectionsMaterials[]=
  1183. {
  1184. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1185. };
  1186. class ItemInfo: ItemInfo
  1187. {
  1188. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1189. containerClass="Supply100";
  1190. hiddenSelections[]=
  1191. {
  1192. "camo1"
  1193. };
  1194. hiddenSelectionsMaterials[]=
  1195. {
  1196. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1197. };
  1198. };
  1199. };
  1200. class macro_new_vest_class(501_arc,acc_5): macro_new_vest_class(501_inf,acc_9)
  1201. {
  1202. displayname = "[501st] ARC ACC 04"
  1203. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestARC_ui_ca.paa";
  1204. model="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1205. hiddenSelections[] = {"Camo1"};
  1206. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\acc\arc_acc_04.paa};
  1207. hiddenSelectionsMaterials[]=
  1208. {
  1209. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1210. };
  1211. class ItemInfo: ItemInfo
  1212. {
  1213. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestARC.p3d";
  1214. containerClass="Supply100";
  1215. hiddenSelections[]=
  1216. {
  1217. "camo1"
  1218. };
  1219. hiddenSelectionsMaterials[]=
  1220. {
  1221. "RD501_Units\textures\Republic\clones\mats\clone_vest_arc.rvmat"
  1222. };
  1223. };
  1224. };
  1225. //
  1226. class macro_new_vest_class(501_rg,acc_1): macro_new_vest_class(501_inf,acc_9)
  1227. {
  1228. displayname = "[Empire] Royal Guard ACC"
  1229. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestKama_ui_ca.paa";
  1230. model="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1231. hiddenSelections[] = {"Camo1"};
  1232. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\acc\rg_acc.paa};
  1233. hiddenSelectionsMaterials[]=
  1234. {
  1235. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1236. };
  1237. class ItemInfo: ItemInfo
  1238. {
  1239. uniformmodel="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d";
  1240. containerClass="Supply100";
  1241. hiddenSelections[]=
  1242. {
  1243. "camo1"
  1244. };
  1245. hiddenSelectionsMaterials[]=
  1246. {
  1247. "RD501_Units\textures\Republic\clones\mats\clone_officer_vest.rvmat"
  1248. };
  1249. };
  1250. };
  1251. //
  1252. class macro_new_vest_class(501_invis,vest): macro_new_vest_class(501_inf,acc_9)
  1253. {
  1254. displayname = "[501st] Nanoweave Under Armour"
  1255. picture = "\SWOP_sith\data\impguardpalliumicon_x_ca.paa";
  1256. model="RD501_Units\nothing.p3d";
  1257. hiddenSelections[] = {""};
  1258. hiddenSelectionsTextures[] = {""};
  1259. hiddenSelectionsMaterials[]={""};
  1260. class ItemInfo: ItemInfo
  1261. {
  1262. uniformModel="RD501_Units\nothing.p3d";
  1263. containerClass="Supply100";
  1264. hiddenSelections[]={""};
  1265. hiddenSelectionsMaterials[]={""};
  1266. };
  1267. };
  1268. class macro_new_vest_class(501_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1269. {
  1270. displayname = "[501st] Sidearm Holster"
  1271. picture = "\MRC\JLTS\characters\CloneArmor2\data\ui\CloneVestHolster_ui_ca.paa";
  1272. model = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1273. hiddenSelections[] = {"camo1"};
  1274. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1275. class ItemInfo: ItemInfo
  1276. {
  1277. uniformmodel = "\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d";
  1278. containerClass="Supply100";
  1279. hiddenSelections[] = {"camo1"};
  1280. };
  1281. };
  1282. class macro_new_vest_class(501_razorblade_holster,vest): macro_new_vest_class(501_inf,acc_9)
  1283. {
  1284. displayname = "[501st] Razorblade Holster"
  1285. picture="\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_pic.paa";
  1286. model="\RD501_Units\models\razorblade_holster.p3d";
  1287. hiddenSelections[] = {"camo1"};
  1288. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1289. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1290. class ItemInfo: ItemInfo
  1291. {
  1292. uniformModel="\RD501_Units\models\razorblade_holster.p3d";
  1293. containerClass="Supply100";
  1294. hiddenSelections[] = {"camo1"};
  1295. hiddenSelectionsTextures[] = {"\RD501_Units\textures\republic\clones\avi\acc\razorblade_holster_co.paa"};
  1296. hiddenSelectionsMaterials[]= {"\RD501_Units\materials\razorblade_holster.rvmat"};
  1297. };
  1298. };
  1299. class macro_new_vest_class(501_mynock_sgm,vest):macro_new_vest_class(501_inf,acc_9)
  1300. {
  1301. displayname = "[501st] MYN ACC 01"
  1302. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  1303. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1304. hiddenSelections[] = {"camo1"};
  1305. hiddenSelectionsTextures[] = {"MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa"};
  1306. class ItemInfo: ItemInfo
  1307. {
  1308. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1309. containerClass="Supply100";
  1310. hiddenSelections[] = {"camo1"};
  1311. };
  1312. };
  1313. class macro_new_vest_class(501_mynock_co,vest):macro_new_vest_class(501_inf,acc_9)
  1314. {
  1315. displayname = "[501st] MYN ACC 02"
  1316. picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa";
  1317. model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1318. hiddenSelections[] = {"camo1"};
  1319. hiddenSelectionsTextures[] = {"\MRC\JLTS\characters\CloneLegions\data\Clone_501stOfficer_vest_co.paa"};
  1320. class ItemInfo: ItemInfo
  1321. {
  1322. uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d";
  1323. containerClass="Supply100";
  1324. hiddenSelections[] = {"camo1"};
  1325. };
  1326. };
  1327. };
  1328. class DefaultEventhandlers;
  1329. class CfgVehicles
  1330. {
  1331. class SWOP_Clonetrooper_501jesse_F;
  1332. class B_Soldier_base_f;
  1333. class B_Soldier_f: B_Soldier_base_F
  1334. {
  1335. class HitPoints;
  1336. };
  1337. class macro_new_uniform_skin_class(blufor,purge_uniform): B_Soldier_base_F
  1338. {
  1339. author = "RD501";
  1340. scope = 1;
  1341. model = "SWOP_clones\uniform\cloneBody.p3d";
  1342. nakedUniform = "U_BasicBody";
  1343. hiddenSelections[] = {"Camo1"};
  1344. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\purge\Trooper.paa};
  1345. class EventHandlers :DefaultEventhandlers {};
  1346. };
  1347. class macro_new_uniform_skin_class(blufor,krayt_uniform): B_Soldier_base_F
  1348. {
  1349. author = "RD501";
  1350. scope = 1;
  1351. model = "SWOP_clones\uniform\cloneBody.p3d";
  1352. nakedUniform = "U_BasicBody";
  1353. hiddenSelections[] = {"Camo1"};
  1354. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\krayt\uniform_krayt.paa};
  1355. class EventHandlers :DefaultEventhandlers {};
  1356. };
  1357. class macro_new_uniform_skin_class(blufor,jesse): SWOP_Clonetrooper_501jesse_F
  1358. {
  1359. author = "RD501";
  1360. scope = 2;
  1361. model = "SWOP_clones\uniform\cloneBody.p3d";
  1362. nakedUniform = "U_BasicBody";
  1363. hiddenSelections[] = {"Camo1"};
  1364. hiddenSelectionsTextures[] = {
  1365. TEXTUREPATH\Republic\clones\Jesse_medic_uniform.paa
  1366. };
  1367. class EventHandlers : DefaultEventhandlers {};
  1368. };
  1369. class SWOP_Clonetrooper_501srtrooper_F;
  1370. class macro_new_uniform_skin_class(blufor,senior_trooper): SWOP_Clonetrooper_501srtrooper_F
  1371. {
  1372. author = "RD501";
  1373. scope = 1;
  1374. model = "SWOP_clones\uniform\cloneBody.p3d";
  1375. nakedUniform = "U_BasicBody";
  1376. hiddenSelections[] = {"Camo1"};
  1377. hiddenSelectionsTextures[] = {
  1378. TEXTUREPATH\Republic\clones\SRTrooper_uniform.paa
  1379. };
  1380. class EventHandlers : DefaultEventhandlers {};
  1381. };
  1382. class macro_new_uniform_skin_class(blufor,vet_trooper): SWOP_Clonetrooper_501srtrooper_F
  1383. {
  1384. author = "RD501";
  1385. scope = 1;
  1386. model = "SWOP_clones\uniform\cloneBody.p3d";
  1387. nakedUniform = "U_BasicBody";
  1388. hiddenSelections[] = {"Camo1"};
  1389. hiddenSelectionsTextures[] = {
  1390. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1391. };
  1392. class EventHandlers : DefaultEventhandlers {};
  1393. };
  1394. class macro_new_uniform_skin_class(blufor,gold_trooper): SWOP_Clonetrooper_501srtrooper_F
  1395. {
  1396. author = "RD501";
  1397. scope = 1;
  1398. model = "SWOP_clones\uniform\cloneBody.p3d";
  1399. nakedUniform = "U_BasicBody";
  1400. hiddenSelections[] = {"Camo1"};
  1401. hiddenSelectionsTextures[] = {
  1402. TEXTUREPATH\Republic\clones\VetTrooper_uniform.paa
  1403. };
  1404. class EventHandlers : DefaultEventhandlers {};
  1405. hiddenSelectionsMaterials[]=
  1406. {
  1407. "RD501_Laat\textures\gold.rvmat"//"swop_clones\data\helmpilot.rvmat"// \501st_Helmets\AB\data\white_glow.rvmat
  1408. };
  1409. };
  1410. class O_Soldier_base_F;
  1411. class SWOP_Mando_Uniform_black: O_Soldier_base_F
  1412. {
  1413. htMax = 1800;
  1414. htMin = 60;
  1415. class HitPoints
  1416. {
  1417. class HitFace
  1418. {
  1419. armor = 1;
  1420. explosionShielding = 0.1;
  1421. material = -1;
  1422. minimalHit = 0.01;
  1423. name = "face_hub";
  1424. passThrough = 0.8;
  1425. radius = 0.08;
  1426. };
  1427. class HitNeck: HitFace
  1428. {
  1429. armor = 1;
  1430. explosionShielding = 0.5;
  1431. material = -1;
  1432. minimalHit = 0.01;
  1433. name = "neck";
  1434. passThrough = 0.8;
  1435. radius = 0.1;
  1436. };
  1437. class HitHead: HitNeck
  1438. {
  1439. armor = 1;
  1440. depends = "HitFace max HitNeck";
  1441. explosionShielding = 0.5;
  1442. material = -1;
  1443. minimalHit = 0.01;
  1444. name = "head";
  1445. passThrough = 0.8;
  1446. radius = 0.2;
  1447. };
  1448. class HitPelvis
  1449. {
  1450. armor = 6;
  1451. depends = "0";
  1452. explosionShielding = 1;
  1453. material = -1;
  1454. minimalHit = 0.01;
  1455. name = "pelvis";
  1456. passThrough = 0.8;
  1457. radius = 0.24;
  1458. visual = "injury_body";
  1459. };
  1460. class HitAbdomen: HitPelvis
  1461. {
  1462. armor = 1;
  1463. depends = "0";
  1464. explosionShielding = 1;
  1465. material = -1;
  1466. minimalHit = 0.01;
  1467. name = "spine1";
  1468. passThrough = 0.8;
  1469. radius = 0.16;
  1470. visual = "injury_body";
  1471. };
  1472. class HitDiaphragm: HitAbdomen
  1473. {
  1474. armor = 1;
  1475. depends = "0";
  1476. explosionShielding = 6;
  1477. material = -1;
  1478. minimalHit = 0.01;
  1479. name = "spine2";
  1480. passThrough = 0.8;
  1481. radius = 0.18;
  1482. visual = "injury_body";
  1483. };
  1484. class HitChest: HitDiaphragm
  1485. {
  1486. armor = 1;
  1487. depends = "0";
  1488. explosionShielding = 6;
  1489. material = -1;
  1490. minimalHit = 0.01;
  1491. name = "spine3";
  1492. passThrough = 0.8;
  1493. radius = 0.18;
  1494. visual = "injury_body";
  1495. };
  1496. class HitBody: HitChest
  1497. {
  1498. armor = 1000;
  1499. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1500. explosionShielding = 6;
  1501. material = -1;
  1502. minimalHit = 0.01;
  1503. name = "body";
  1504. passThrough = 1;
  1505. radius = 0;
  1506. visual = "injury_body";
  1507. };
  1508. class HitArms
  1509. {
  1510. armor = 3;
  1511. depends = "0";
  1512. explosionShielding = 1;
  1513. material = -1;
  1514. minimalHit = 0.01;
  1515. name = "arms";
  1516. passThrough = 1;
  1517. radius = 0.1;
  1518. visual = "injury_hands";
  1519. };
  1520. class HitHands: HitArms
  1521. {
  1522. armor = 3;
  1523. depends = "HitArms";
  1524. explosionShielding = 1;
  1525. material = -1;
  1526. minimalHit = 0.01;
  1527. name = "hands";
  1528. passThrough = 1;
  1529. radius = 0.1;
  1530. visual = "injury_hands";
  1531. };
  1532. class HitLegs
  1533. {
  1534. armor = 3;
  1535. depends = "0";
  1536. explosionShielding = 1;
  1537. material = -1;
  1538. minimalHit = 0.01;
  1539. name = "legs";
  1540. passThrough = 1;
  1541. radius = 0.14;
  1542. visual = "injury_legs";
  1543. };
  1544. class Incapacitated
  1545. {
  1546. armor = 1000;
  1547. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1548. explosionShielding = 1;
  1549. material = -1;
  1550. minimalHit = 0;
  1551. name = "body";
  1552. passThrough = 1;
  1553. radius = 0;
  1554. visual = "";
  1555. };
  1556. };
  1557. };
  1558. class SWOP_Mando_Uniform_brown: O_Soldier_base_F
  1559. {
  1560. htMax = 1800;
  1561. htMin = 60;
  1562. class HitPoints
  1563. {
  1564. class HitFace
  1565. {
  1566. armor = 1;
  1567. explosionShielding = 0.1;
  1568. material = -1;
  1569. minimalHit = 0.01;
  1570. name = "face_hub";
  1571. passThrough = 0.8;
  1572. radius = 0.08;
  1573. };
  1574. class HitNeck: HitFace
  1575. {
  1576. armor = 1;
  1577. explosionShielding = 0.5;
  1578. material = -1;
  1579. minimalHit = 0.01;
  1580. name = "neck";
  1581. passThrough = 0.8;
  1582. radius = 0.1;
  1583. };
  1584. class HitHead: HitNeck
  1585. {
  1586. armor = 1;
  1587. depends = "HitFace max HitNeck";
  1588. explosionShielding = 0.5;
  1589. material = -1;
  1590. minimalHit = 0.01;
  1591. name = "head";
  1592. passThrough = 0.8;
  1593. radius = 0.2;
  1594. };
  1595. class HitPelvis
  1596. {
  1597. armor = 6;
  1598. depends = "0";
  1599. explosionShielding = 1;
  1600. material = -1;
  1601. minimalHit = 0.01;
  1602. name = "pelvis";
  1603. passThrough = 0.8;
  1604. radius = 0.24;
  1605. visual = "injury_body";
  1606. };
  1607. class HitAbdomen: HitPelvis
  1608. {
  1609. armor = 1;
  1610. depends = "0";
  1611. explosionShielding = 1;
  1612. material = -1;
  1613. minimalHit = 0.01;
  1614. name = "spine1";
  1615. passThrough = 0.8;
  1616. radius = 0.16;
  1617. visual = "injury_body";
  1618. };
  1619. class HitDiaphragm: HitAbdomen
  1620. {
  1621. armor = 1;
  1622. depends = "0";
  1623. explosionShielding = 6;
  1624. material = -1;
  1625. minimalHit = 0.01;
  1626. name = "spine2";
  1627. passThrough = 0.8;
  1628. radius = 0.18;
  1629. visual = "injury_body";
  1630. };
  1631. class HitChest: HitDiaphragm
  1632. {
  1633. armor = 1;
  1634. depends = "0";
  1635. explosionShielding = 6;
  1636. material = -1;
  1637. minimalHit = 0.01;
  1638. name = "spine3";
  1639. passThrough = 0.8;
  1640. radius = 0.18;
  1641. visual = "injury_body";
  1642. };
  1643. class HitBody: HitChest
  1644. {
  1645. armor = 1000;
  1646. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1647. explosionShielding = 6;
  1648. material = -1;
  1649. minimalHit = 0.01;
  1650. name = "body";
  1651. passThrough = 1;
  1652. radius = 0;
  1653. visual = "injury_body";
  1654. };
  1655. class HitArms
  1656. {
  1657. armor = 3;
  1658. depends = "0";
  1659. explosionShielding = 1;
  1660. material = -1;
  1661. minimalHit = 0.01;
  1662. name = "arms";
  1663. passThrough = 1;
  1664. radius = 0.1;
  1665. visual = "injury_hands";
  1666. };
  1667. class HitHands: HitArms
  1668. {
  1669. armor = 3;
  1670. depends = "HitArms";
  1671. explosionShielding = 1;
  1672. material = -1;
  1673. minimalHit = 0.01;
  1674. name = "hands";
  1675. passThrough = 1;
  1676. radius = 0.1;
  1677. visual = "injury_hands";
  1678. };
  1679. class HitLegs
  1680. {
  1681. armor = 3;
  1682. depends = "0";
  1683. explosionShielding = 1;
  1684. material = -1;
  1685. minimalHit = 0.01;
  1686. name = "legs";
  1687. passThrough = 1;
  1688. radius = 0.14;
  1689. visual = "injury_legs";
  1690. };
  1691. class Incapacitated
  1692. {
  1693. armor = 1000;
  1694. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1695. explosionShielding = 1;
  1696. material = -1;
  1697. minimalHit = 0;
  1698. name = "body";
  1699. passThrough = 1;
  1700. radius = 0;
  1701. visual = "";
  1702. };
  1703. };
  1704. };
  1705. class SWOP_Mando_Uniform_Wren: O_Soldier_base_F
  1706. {
  1707. htMax = 1800;
  1708. htMin = 60;
  1709. class HitPoints
  1710. {
  1711. class HitFace
  1712. {
  1713. armor = 1;
  1714. explosionShielding = 0.1;
  1715. material = -1;
  1716. minimalHit = 0.01;
  1717. name = "face_hub";
  1718. passThrough = 0.8;
  1719. radius = 0.08;
  1720. };
  1721. class HitNeck: HitFace
  1722. {
  1723. armor = 1;
  1724. explosionShielding = 0.5;
  1725. material = -1;
  1726. minimalHit = 0.01;
  1727. name = "neck";
  1728. passThrough = 0.8;
  1729. radius = 0.1;
  1730. };
  1731. class HitHead: HitNeck
  1732. {
  1733. armor = 1;
  1734. depends = "HitFace max HitNeck";
  1735. explosionShielding = 0.5;
  1736. material = -1;
  1737. minimalHit = 0.01;
  1738. name = "head";
  1739. passThrough = 0.8;
  1740. radius = 0.2;
  1741. };
  1742. class HitPelvis
  1743. {
  1744. armor = 6;
  1745. depends = "0";
  1746. explosionShielding = 1;
  1747. material = -1;
  1748. minimalHit = 0.01;
  1749. name = "pelvis";
  1750. passThrough = 0.8;
  1751. radius = 0.24;
  1752. visual = "injury_body";
  1753. };
  1754. class HitAbdomen: HitPelvis
  1755. {
  1756. armor = 1;
  1757. depends = "0";
  1758. explosionShielding = 1;
  1759. material = -1;
  1760. minimalHit = 0.01;
  1761. name = "spine1";
  1762. passThrough = 0.8;
  1763. radius = 0.16;
  1764. visual = "injury_body";
  1765. };
  1766. class HitDiaphragm: HitAbdomen
  1767. {
  1768. armor = 1;
  1769. depends = "0";
  1770. explosionShielding = 6;
  1771. material = -1;
  1772. minimalHit = 0.01;
  1773. name = "spine2";
  1774. passThrough = 0.8;
  1775. radius = 0.18;
  1776. visual = "injury_body";
  1777. };
  1778. class HitChest: HitDiaphragm
  1779. {
  1780. armor = 1;
  1781. depends = "0";
  1782. explosionShielding = 6;
  1783. material = -1;
  1784. minimalHit = 0.01;
  1785. name = "spine3";
  1786. passThrough = 0.8;
  1787. radius = 0.18;
  1788. visual = "injury_body";
  1789. };
  1790. class HitBody: HitChest
  1791. {
  1792. armor = 1000;
  1793. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1794. explosionShielding = 6;
  1795. material = -1;
  1796. minimalHit = 0.01;
  1797. name = "body";
  1798. passThrough = 1;
  1799. radius = 0;
  1800. visual = "injury_body";
  1801. };
  1802. class HitArms
  1803. {
  1804. armor = 3;
  1805. depends = "0";
  1806. explosionShielding = 1;
  1807. material = -1;
  1808. minimalHit = 0.01;
  1809. name = "arms";
  1810. passThrough = 1;
  1811. radius = 0.1;
  1812. visual = "injury_hands";
  1813. };
  1814. class HitHands: HitArms
  1815. {
  1816. armor = 3;
  1817. depends = "HitArms";
  1818. explosionShielding = 1;
  1819. material = -1;
  1820. minimalHit = 0.01;
  1821. name = "hands";
  1822. passThrough = 1;
  1823. radius = 0.1;
  1824. visual = "injury_hands";
  1825. };
  1826. class HitLegs
  1827. {
  1828. armor = 3;
  1829. depends = "0";
  1830. explosionShielding = 1;
  1831. material = -1;
  1832. minimalHit = 0.01;
  1833. name = "legs";
  1834. passThrough = 1;
  1835. radius = 0.14;
  1836. visual = "injury_legs";
  1837. };
  1838. class Incapacitated
  1839. {
  1840. armor = 1000;
  1841. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1842. explosionShielding = 1;
  1843. material = -1;
  1844. minimalHit = 0;
  1845. name = "body";
  1846. passThrough = 1;
  1847. radius = 0;
  1848. visual = "";
  1849. };
  1850. };
  1851. };
  1852. class SWOP_Mando_Uniform_DW: O_Soldier_base_F
  1853. {
  1854. htMax = 1800;
  1855. htMin = 60;
  1856. class HitPoints
  1857. {
  1858. class HitFace
  1859. {
  1860. armor = 1;
  1861. explosionShielding = 0.1;
  1862. material = -1;
  1863. minimalHit = 0.01;
  1864. name = "face_hub";
  1865. passThrough = 0.8;
  1866. radius = 0.08;
  1867. };
  1868. class HitNeck: HitFace
  1869. {
  1870. armor = 1;
  1871. explosionShielding = 0.5;
  1872. material = -1;
  1873. minimalHit = 0.01;
  1874. name = "neck";
  1875. passThrough = 0.8;
  1876. radius = 0.1;
  1877. };
  1878. class HitHead: HitNeck
  1879. {
  1880. armor = 1;
  1881. depends = "HitFace max HitNeck";
  1882. explosionShielding = 0.5;
  1883. material = -1;
  1884. minimalHit = 0.01;
  1885. name = "head";
  1886. passThrough = 0.8;
  1887. radius = 0.2;
  1888. };
  1889. class HitPelvis
  1890. {
  1891. armor = 6;
  1892. depends = "0";
  1893. explosionShielding = 1;
  1894. material = -1;
  1895. minimalHit = 0.01;
  1896. name = "pelvis";
  1897. passThrough = 0.8;
  1898. radius = 0.24;
  1899. visual = "injury_body";
  1900. };
  1901. class HitAbdomen: HitPelvis
  1902. {
  1903. armor = 1;
  1904. depends = "0";
  1905. explosionShielding = 1;
  1906. material = -1;
  1907. minimalHit = 0.01;
  1908. name = "spine1";
  1909. passThrough = 0.8;
  1910. radius = 0.16;
  1911. visual = "injury_body";
  1912. };
  1913. class HitDiaphragm: HitAbdomen
  1914. {
  1915. armor = 1;
  1916. depends = "0";
  1917. explosionShielding = 6;
  1918. material = -1;
  1919. minimalHit = 0.01;
  1920. name = "spine2";
  1921. passThrough = 0.8;
  1922. radius = 0.18;
  1923. visual = "injury_body";
  1924. };
  1925. class HitChest: HitDiaphragm
  1926. {
  1927. armor = 1;
  1928. depends = "0";
  1929. explosionShielding = 6;
  1930. material = -1;
  1931. minimalHit = 0.01;
  1932. name = "spine3";
  1933. passThrough = 0.8;
  1934. radius = 0.18;
  1935. visual = "injury_body";
  1936. };
  1937. class HitBody: HitChest
  1938. {
  1939. armor = 1000;
  1940. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  1941. explosionShielding = 6;
  1942. material = -1;
  1943. minimalHit = 0.01;
  1944. name = "body";
  1945. passThrough = 1;
  1946. radius = 0;
  1947. visual = "injury_body";
  1948. };
  1949. class HitArms
  1950. {
  1951. armor = 3;
  1952. depends = "0";
  1953. explosionShielding = 1;
  1954. material = -1;
  1955. minimalHit = 0.01;
  1956. name = "arms";
  1957. passThrough = 1;
  1958. radius = 0.1;
  1959. visual = "injury_hands";
  1960. };
  1961. class HitHands: HitArms
  1962. {
  1963. armor = 3;
  1964. depends = "HitArms";
  1965. explosionShielding = 1;
  1966. material = -1;
  1967. minimalHit = 0.01;
  1968. name = "hands";
  1969. passThrough = 1;
  1970. radius = 0.1;
  1971. visual = "injury_hands";
  1972. };
  1973. class HitLegs
  1974. {
  1975. armor = 3;
  1976. depends = "0";
  1977. explosionShielding = 1;
  1978. material = -1;
  1979. minimalHit = 0.01;
  1980. name = "legs";
  1981. passThrough = 1;
  1982. radius = 0.14;
  1983. visual = "injury_legs";
  1984. };
  1985. class Incapacitated
  1986. {
  1987. armor = 1000;
  1988. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  1989. explosionShielding = 1;
  1990. material = -1;
  1991. minimalHit = 0;
  1992. name = "body";
  1993. passThrough = 1;
  1994. radius = 0;
  1995. visual = "";
  1996. };
  1997. };
  1998. };
  1999. class SWOP_Mando_Uniform_green: O_Soldier_base_F
  2000. {
  2001. htMax = 1800;
  2002. htMin = 60;
  2003. class HitPoints
  2004. {
  2005. class HitFace
  2006. {
  2007. armor = 1;
  2008. explosionShielding = 0.1;
  2009. material = -1;
  2010. minimalHit = 0.01;
  2011. name = "face_hub";
  2012. passThrough = 0.8;
  2013. radius = 0.08;
  2014. };
  2015. class HitNeck: HitFace
  2016. {
  2017. armor = 1;
  2018. explosionShielding = 0.5;
  2019. material = -1;
  2020. minimalHit = 0.01;
  2021. name = "neck";
  2022. passThrough = 0.8;
  2023. radius = 0.1;
  2024. };
  2025. class HitHead: HitNeck
  2026. {
  2027. armor = 1;
  2028. depends = "HitFace max HitNeck";
  2029. explosionShielding = 0.5;
  2030. material = -1;
  2031. minimalHit = 0.01;
  2032. name = "head";
  2033. passThrough = 0.8;
  2034. radius = 0.2;
  2035. };
  2036. class HitPelvis
  2037. {
  2038. armor = 6;
  2039. depends = "0";
  2040. explosionShielding = 1;
  2041. material = -1;
  2042. minimalHit = 0.01;
  2043. name = "pelvis";
  2044. passThrough = 0.8;
  2045. radius = 0.24;
  2046. visual = "injury_body";
  2047. };
  2048. class HitAbdomen: HitPelvis
  2049. {
  2050. armor = 1;
  2051. depends = "0";
  2052. explosionShielding = 1;
  2053. material = -1;
  2054. minimalHit = 0.01;
  2055. name = "spine1";
  2056. passThrough = 0.8;
  2057. radius = 0.16;
  2058. visual = "injury_body";
  2059. };
  2060. class HitDiaphragm: HitAbdomen
  2061. {
  2062. armor = 1;
  2063. depends = "0";
  2064. explosionShielding = 6;
  2065. material = -1;
  2066. minimalHit = 0.01;
  2067. name = "spine2";
  2068. passThrough = 0.8;
  2069. radius = 0.18;
  2070. visual = "injury_body";
  2071. };
  2072. class HitChest: HitDiaphragm
  2073. {
  2074. armor = 1;
  2075. depends = "0";
  2076. explosionShielding = 6;
  2077. material = -1;
  2078. minimalHit = 0.01;
  2079. name = "spine3";
  2080. passThrough = 0.8;
  2081. radius = 0.18;
  2082. visual = "injury_body";
  2083. };
  2084. class HitBody: HitChest
  2085. {
  2086. armor = 1000;
  2087. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2088. explosionShielding = 6;
  2089. material = -1;
  2090. minimalHit = 0.01;
  2091. name = "body";
  2092. passThrough = 1;
  2093. radius = 0;
  2094. visual = "injury_body";
  2095. };
  2096. class HitArms
  2097. {
  2098. armor = 3;
  2099. depends = "0";
  2100. explosionShielding = 1;
  2101. material = -1;
  2102. minimalHit = 0.01;
  2103. name = "arms";
  2104. passThrough = 1;
  2105. radius = 0.1;
  2106. visual = "injury_hands";
  2107. };
  2108. class HitHands: HitArms
  2109. {
  2110. armor = 3;
  2111. depends = "HitArms";
  2112. explosionShielding = 1;
  2113. material = -1;
  2114. minimalHit = 0.01;
  2115. name = "hands";
  2116. passThrough = 1;
  2117. radius = 0.1;
  2118. visual = "injury_hands";
  2119. };
  2120. class HitLegs
  2121. {
  2122. armor = 3;
  2123. depends = "0";
  2124. explosionShielding = 1;
  2125. material = -1;
  2126. minimalHit = 0.01;
  2127. name = "legs";
  2128. passThrough = 1;
  2129. radius = 0.14;
  2130. visual = "injury_legs";
  2131. };
  2132. class Incapacitated
  2133. {
  2134. armor = 1000;
  2135. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2136. explosionShielding = 1;
  2137. material = -1;
  2138. minimalHit = 0;
  2139. name = "body";
  2140. passThrough = 1;
  2141. radius = 0;
  2142. visual = "";
  2143. };
  2144. };
  2145. };
  2146. class SWOP_Mando_Uniform_protectors: O_Soldier_base_F
  2147. {
  2148. htMax = 1800;
  2149. htMin = 60;
  2150. class HitPoints
  2151. {
  2152. class HitFace
  2153. {
  2154. armor = 1;
  2155. explosionShielding = 0.1;
  2156. material = -1;
  2157. minimalHit = 0.01;
  2158. name = "face_hub";
  2159. passThrough = 0.8;
  2160. radius = 0.08;
  2161. };
  2162. class HitNeck: HitFace
  2163. {
  2164. armor = 1;
  2165. explosionShielding = 0.5;
  2166. material = -1;
  2167. minimalHit = 0.01;
  2168. name = "neck";
  2169. passThrough = 0.8;
  2170. radius = 0.1;
  2171. };
  2172. class HitHead: HitNeck
  2173. {
  2174. armor = 1;
  2175. depends = "HitFace max HitNeck";
  2176. explosionShielding = 0.5;
  2177. material = -1;
  2178. minimalHit = 0.01;
  2179. name = "head";
  2180. passThrough = 0.8;
  2181. radius = 0.2;
  2182. };
  2183. class HitPelvis
  2184. {
  2185. armor = 6;
  2186. depends = "0";
  2187. explosionShielding = 1;
  2188. material = -1;
  2189. minimalHit = 0.01;
  2190. name = "pelvis";
  2191. passThrough = 0.8;
  2192. radius = 0.24;
  2193. visual = "injury_body";
  2194. };
  2195. class HitAbdomen: HitPelvis
  2196. {
  2197. armor = 1;
  2198. depends = "0";
  2199. explosionShielding = 1;
  2200. material = -1;
  2201. minimalHit = 0.01;
  2202. name = "spine1";
  2203. passThrough = 0.8;
  2204. radius = 0.16;
  2205. visual = "injury_body";
  2206. };
  2207. class HitDiaphragm: HitAbdomen
  2208. {
  2209. armor = 1;
  2210. depends = "0";
  2211. explosionShielding = 6;
  2212. material = -1;
  2213. minimalHit = 0.01;
  2214. name = "spine2";
  2215. passThrough = 0.8;
  2216. radius = 0.18;
  2217. visual = "injury_body";
  2218. };
  2219. class HitChest: HitDiaphragm
  2220. {
  2221. armor = 1;
  2222. depends = "0";
  2223. explosionShielding = 6;
  2224. material = -1;
  2225. minimalHit = 0.01;
  2226. name = "spine3";
  2227. passThrough = 0.8;
  2228. radius = 0.18;
  2229. visual = "injury_body";
  2230. };
  2231. class HitBody: HitChest
  2232. {
  2233. armor = 1000;
  2234. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2235. explosionShielding = 6;
  2236. material = -1;
  2237. minimalHit = 0.01;
  2238. name = "body";
  2239. passThrough = 1;
  2240. radius = 0;
  2241. visual = "injury_body";
  2242. };
  2243. class HitArms
  2244. {
  2245. armor = 3;
  2246. depends = "0";
  2247. explosionShielding = 1;
  2248. material = -1;
  2249. minimalHit = 0.01;
  2250. name = "arms";
  2251. passThrough = 1;
  2252. radius = 0.1;
  2253. visual = "injury_hands";
  2254. };
  2255. class HitHands: HitArms
  2256. {
  2257. armor = 3;
  2258. depends = "HitArms";
  2259. explosionShielding = 1;
  2260. material = -1;
  2261. minimalHit = 0.01;
  2262. name = "hands";
  2263. passThrough = 1;
  2264. radius = 0.1;
  2265. visual = "injury_hands";
  2266. };
  2267. class HitLegs
  2268. {
  2269. armor = 3;
  2270. depends = "0";
  2271. explosionShielding = 1;
  2272. material = -1;
  2273. minimalHit = 0.01;
  2274. name = "legs";
  2275. passThrough = 1;
  2276. radius = 0.14;
  2277. visual = "injury_legs";
  2278. };
  2279. class Incapacitated
  2280. {
  2281. armor = 1000;
  2282. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2283. explosionShielding = 1;
  2284. material = -1;
  2285. minimalHit = 0;
  2286. name = "body";
  2287. passThrough = 1;
  2288. radius = 0;
  2289. visual = "";
  2290. };
  2291. };
  2292. };
  2293. class SWOP_Mando_Uniform_red: O_Soldier_base_F
  2294. {
  2295. htMax = 1800;
  2296. htMin = 60;
  2297. class HitPoints
  2298. {
  2299. class HitFace
  2300. {
  2301. armor = 1;
  2302. explosionShielding = 0.1;
  2303. material = -1;
  2304. minimalHit = 0.01;
  2305. name = "face_hub";
  2306. passThrough = 0.8;
  2307. radius = 0.08;
  2308. };
  2309. class HitNeck: HitFace
  2310. {
  2311. armor = 1;
  2312. explosionShielding = 0.5;
  2313. material = -1;
  2314. minimalHit = 0.01;
  2315. name = "neck";
  2316. passThrough = 0.8;
  2317. radius = 0.1;
  2318. };
  2319. class HitHead: HitNeck
  2320. {
  2321. armor = 1;
  2322. depends = "HitFace max HitNeck";
  2323. explosionShielding = 0.5;
  2324. material = -1;
  2325. minimalHit = 0.01;
  2326. name = "head";
  2327. passThrough = 0.8;
  2328. radius = 0.2;
  2329. };
  2330. class HitPelvis
  2331. {
  2332. armor = 6;
  2333. depends = "0";
  2334. explosionShielding = 1;
  2335. material = -1;
  2336. minimalHit = 0.01;
  2337. name = "pelvis";
  2338. passThrough = 0.8;
  2339. radius = 0.24;
  2340. visual = "injury_body";
  2341. };
  2342. class HitAbdomen: HitPelvis
  2343. {
  2344. armor = 1;
  2345. depends = "0";
  2346. explosionShielding = 1;
  2347. material = -1;
  2348. minimalHit = 0.01;
  2349. name = "spine1";
  2350. passThrough = 0.8;
  2351. radius = 0.16;
  2352. visual = "injury_body";
  2353. };
  2354. class HitDiaphragm: HitAbdomen
  2355. {
  2356. armor = 1;
  2357. depends = "0";
  2358. explosionShielding = 6;
  2359. material = -1;
  2360. minimalHit = 0.01;
  2361. name = "spine2";
  2362. passThrough = 0.8;
  2363. radius = 0.18;
  2364. visual = "injury_body";
  2365. };
  2366. class HitChest: HitDiaphragm
  2367. {
  2368. armor = 1;
  2369. depends = "0";
  2370. explosionShielding = 6;
  2371. material = -1;
  2372. minimalHit = 0.01;
  2373. name = "spine3";
  2374. passThrough = 0.8;
  2375. radius = 0.18;
  2376. visual = "injury_body";
  2377. };
  2378. class HitBody: HitChest
  2379. {
  2380. armor = 1000;
  2381. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2382. explosionShielding = 6;
  2383. material = -1;
  2384. minimalHit = 0.01;
  2385. name = "body";
  2386. passThrough = 1;
  2387. radius = 0;
  2388. visual = "injury_body";
  2389. };
  2390. class HitArms
  2391. {
  2392. armor = 3;
  2393. depends = "0";
  2394. explosionShielding = 1;
  2395. material = -1;
  2396. minimalHit = 0.01;
  2397. name = "arms";
  2398. passThrough = 1;
  2399. radius = 0.1;
  2400. visual = "injury_hands";
  2401. };
  2402. class HitHands: HitArms
  2403. {
  2404. armor = 3;
  2405. depends = "HitArms";
  2406. explosionShielding = 1;
  2407. material = -1;
  2408. minimalHit = 0.01;
  2409. name = "hands";
  2410. passThrough = 1;
  2411. radius = 0.1;
  2412. visual = "injury_hands";
  2413. };
  2414. class HitLegs
  2415. {
  2416. armor = 3;
  2417. depends = "0";
  2418. explosionShielding = 1;
  2419. material = -1;
  2420. minimalHit = 0.01;
  2421. name = "legs";
  2422. passThrough = 1;
  2423. radius = 0.14;
  2424. visual = "injury_legs";
  2425. };
  2426. class Incapacitated
  2427. {
  2428. armor = 1000;
  2429. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2430. explosionShielding = 1;
  2431. material = -1;
  2432. minimalHit = 0;
  2433. name = "body";
  2434. passThrough = 1;
  2435. radius = 0;
  2436. visual = "";
  2437. };
  2438. };
  2439. };
  2440. class SWOP_StormTFO_F: O_Soldier_base_F
  2441. {
  2442. htMax = 1800;
  2443. htMin = 60;
  2444. class HitPoints
  2445. {
  2446. class HitFace
  2447. {
  2448. armor = 1;
  2449. explosionShielding = 0.1;
  2450. material = -1;
  2451. minimalHit = 0.01;
  2452. name = "face_hub";
  2453. passThrough = 0.8;
  2454. radius = 0.08;
  2455. };
  2456. class HitNeck: HitFace
  2457. {
  2458. armor = 1;
  2459. explosionShielding = 0.5;
  2460. material = -1;
  2461. minimalHit = 0.01;
  2462. name = "neck";
  2463. passThrough = 0.8;
  2464. radius = 0.1;
  2465. };
  2466. class HitHead: HitNeck
  2467. {
  2468. armor = 1;
  2469. depends = "HitFace max HitNeck";
  2470. explosionShielding = 0.5;
  2471. material = -1;
  2472. minimalHit = 0.01;
  2473. name = "head";
  2474. passThrough = 0.8;
  2475. radius = 0.2;
  2476. };
  2477. class HitPelvis
  2478. {
  2479. armor = 6;
  2480. depends = "0";
  2481. explosionShielding = 1;
  2482. material = -1;
  2483. minimalHit = 0.01;
  2484. name = "pelvis";
  2485. passThrough = 0.8;
  2486. radius = 0.24;
  2487. visual = "injury_body";
  2488. };
  2489. class HitAbdomen: HitPelvis
  2490. {
  2491. armor = 1;
  2492. depends = "0";
  2493. explosionShielding = 1;
  2494. material = -1;
  2495. minimalHit = 0.01;
  2496. name = "spine1";
  2497. passThrough = 0.8;
  2498. radius = 0.16;
  2499. visual = "injury_body";
  2500. };
  2501. class HitDiaphragm: HitAbdomen
  2502. {
  2503. armor = 1;
  2504. depends = "0";
  2505. explosionShielding = 6;
  2506. material = -1;
  2507. minimalHit = 0.01;
  2508. name = "spine2";
  2509. passThrough = 0.8;
  2510. radius = 0.18;
  2511. visual = "injury_body";
  2512. };
  2513. class HitChest: HitDiaphragm
  2514. {
  2515. armor = 1;
  2516. depends = "0";
  2517. explosionShielding = 6;
  2518. material = -1;
  2519. minimalHit = 0.01;
  2520. name = "spine3";
  2521. passThrough = 0.8;
  2522. radius = 0.18;
  2523. visual = "injury_body";
  2524. };
  2525. class HitBody: HitChest
  2526. {
  2527. armor = 1000;
  2528. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2529. explosionShielding = 6;
  2530. material = -1;
  2531. minimalHit = 0.01;
  2532. name = "body";
  2533. passThrough = 1;
  2534. radius = 0;
  2535. visual = "injury_body";
  2536. };
  2537. class HitArms
  2538. {
  2539. armor = 3;
  2540. depends = "0";
  2541. explosionShielding = 1;
  2542. material = -1;
  2543. minimalHit = 0.01;
  2544. name = "arms";
  2545. passThrough = 1;
  2546. radius = 0.1;
  2547. visual = "injury_hands";
  2548. };
  2549. class HitHands: HitArms
  2550. {
  2551. armor = 3;
  2552. depends = "HitArms";
  2553. explosionShielding = 1;
  2554. material = -1;
  2555. minimalHit = 0.01;
  2556. name = "hands";
  2557. passThrough = 1;
  2558. radius = 0.1;
  2559. visual = "injury_hands";
  2560. };
  2561. class HitLegs
  2562. {
  2563. armor = 3;
  2564. depends = "0";
  2565. explosionShielding = 1;
  2566. material = -1;
  2567. minimalHit = 0.01;
  2568. name = "legs";
  2569. passThrough = 1;
  2570. radius = 0.14;
  2571. visual = "injury_legs";
  2572. };
  2573. class Incapacitated
  2574. {
  2575. armor = 1000;
  2576. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2577. explosionShielding = 1;
  2578. material = -1;
  2579. minimalHit = 0;
  2580. name = "body";
  2581. passThrough = 1;
  2582. radius = 0;
  2583. visual = "";
  2584. };
  2585. };
  2586. };
  2587. class SWOP_StormTFO_Exec_F: O_Soldier_base_F
  2588. {
  2589. htMax = 1800;
  2590. htMin = 60;
  2591. class HitPoints
  2592. {
  2593. class HitFace
  2594. {
  2595. armor = 1;
  2596. explosionShielding = 0.1;
  2597. material = -1;
  2598. minimalHit = 0.01;
  2599. name = "face_hub";
  2600. passThrough = 0.8;
  2601. radius = 0.08;
  2602. };
  2603. class HitNeck: HitFace
  2604. {
  2605. armor = 1;
  2606. explosionShielding = 0.5;
  2607. material = -1;
  2608. minimalHit = 0.01;
  2609. name = "neck";
  2610. passThrough = 0.8;
  2611. radius = 0.1;
  2612. };
  2613. class HitHead: HitNeck
  2614. {
  2615. armor = 1;
  2616. depends = "HitFace max HitNeck";
  2617. explosionShielding = 0.5;
  2618. material = -1;
  2619. minimalHit = 0.01;
  2620. name = "head";
  2621. passThrough = 0.8;
  2622. radius = 0.2;
  2623. };
  2624. class HitPelvis
  2625. {
  2626. armor = 6;
  2627. depends = "0";
  2628. explosionShielding = 1;
  2629. material = -1;
  2630. minimalHit = 0.01;
  2631. name = "pelvis";
  2632. passThrough = 0.8;
  2633. radius = 0.24;
  2634. visual = "injury_body";
  2635. };
  2636. class HitAbdomen: HitPelvis
  2637. {
  2638. armor = 1;
  2639. depends = "0";
  2640. explosionShielding = 1;
  2641. material = -1;
  2642. minimalHit = 0.01;
  2643. name = "spine1";
  2644. passThrough = 0.8;
  2645. radius = 0.16;
  2646. visual = "injury_body";
  2647. };
  2648. class HitDiaphragm: HitAbdomen
  2649. {
  2650. armor = 1;
  2651. depends = "0";
  2652. explosionShielding = 6;
  2653. material = -1;
  2654. minimalHit = 0.01;
  2655. name = "spine2";
  2656. passThrough = 0.8;
  2657. radius = 0.18;
  2658. visual = "injury_body";
  2659. };
  2660. class HitChest: HitDiaphragm
  2661. {
  2662. armor = 1;
  2663. depends = "0";
  2664. explosionShielding = 6;
  2665. material = -1;
  2666. minimalHit = 0.01;
  2667. name = "spine3";
  2668. passThrough = 0.8;
  2669. radius = 0.18;
  2670. visual = "injury_body";
  2671. };
  2672. class HitBody: HitChest
  2673. {
  2674. armor = 1000;
  2675. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2676. explosionShielding = 6;
  2677. material = -1;
  2678. minimalHit = 0.01;
  2679. name = "body";
  2680. passThrough = 1;
  2681. radius = 0;
  2682. visual = "injury_body";
  2683. };
  2684. class HitArms
  2685. {
  2686. armor = 3;
  2687. depends = "0";
  2688. explosionShielding = 1;
  2689. material = -1;
  2690. minimalHit = 0.01;
  2691. name = "arms";
  2692. passThrough = 1;
  2693. radius = 0.1;
  2694. visual = "injury_hands";
  2695. };
  2696. class HitHands: HitArms
  2697. {
  2698. armor = 3;
  2699. depends = "HitArms";
  2700. explosionShielding = 1;
  2701. material = -1;
  2702. minimalHit = 0.01;
  2703. name = "hands";
  2704. passThrough = 1;
  2705. radius = 0.1;
  2706. visual = "injury_hands";
  2707. };
  2708. class HitLegs
  2709. {
  2710. armor = 3;
  2711. depends = "0";
  2712. explosionShielding = 1;
  2713. material = -1;
  2714. minimalHit = 0.01;
  2715. name = "legs";
  2716. passThrough = 1;
  2717. radius = 0.14;
  2718. visual = "injury_legs";
  2719. };
  2720. class Incapacitated
  2721. {
  2722. armor = 1000;
  2723. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2724. explosionShielding = 1;
  2725. material = -1;
  2726. minimalHit = 0;
  2727. name = "body";
  2728. passThrough = 1;
  2729. radius = 0;
  2730. visual = "";
  2731. };
  2732. };
  2733. };
  2734. class SWOP_ST_clear_F: O_Soldier_base_F
  2735. {
  2736. htMax = 1800;
  2737. htMin = 60;
  2738. class HitPoints
  2739. {
  2740. class HitFace
  2741. {
  2742. armor = 1;
  2743. explosionShielding = 0.1;
  2744. material = -1;
  2745. minimalHit = 0.01;
  2746. name = "face_hub";
  2747. passThrough = 0.8;
  2748. radius = 0.08;
  2749. };
  2750. class HitNeck: HitFace
  2751. {
  2752. armor = 1;
  2753. explosionShielding = 0.5;
  2754. material = -1;
  2755. minimalHit = 0.01;
  2756. name = "neck";
  2757. passThrough = 0.8;
  2758. radius = 0.1;
  2759. };
  2760. class HitHead: HitNeck
  2761. {
  2762. armor = 1;
  2763. depends = "HitFace max HitNeck";
  2764. explosionShielding = 0.5;
  2765. material = -1;
  2766. minimalHit = 0.01;
  2767. name = "head";
  2768. passThrough = 0.8;
  2769. radius = 0.2;
  2770. };
  2771. class HitPelvis
  2772. {
  2773. armor = 6;
  2774. depends = "0";
  2775. explosionShielding = 1;
  2776. material = -1;
  2777. minimalHit = 0.01;
  2778. name = "pelvis";
  2779. passThrough = 0.8;
  2780. radius = 0.24;
  2781. visual = "injury_body";
  2782. };
  2783. class HitAbdomen: HitPelvis
  2784. {
  2785. armor = 1;
  2786. depends = "0";
  2787. explosionShielding = 1;
  2788. material = -1;
  2789. minimalHit = 0.01;
  2790. name = "spine1";
  2791. passThrough = 0.8;
  2792. radius = 0.16;
  2793. visual = "injury_body";
  2794. };
  2795. class HitDiaphragm: HitAbdomen
  2796. {
  2797. armor = 1;
  2798. depends = "0";
  2799. explosionShielding = 6;
  2800. material = -1;
  2801. minimalHit = 0.01;
  2802. name = "spine2";
  2803. passThrough = 0.8;
  2804. radius = 0.18;
  2805. visual = "injury_body";
  2806. };
  2807. class HitChest: HitDiaphragm
  2808. {
  2809. armor = 1;
  2810. depends = "0";
  2811. explosionShielding = 6;
  2812. material = -1;
  2813. minimalHit = 0.01;
  2814. name = "spine3";
  2815. passThrough = 0.8;
  2816. radius = 0.18;
  2817. visual = "injury_body";
  2818. };
  2819. class HitBody: HitChest
  2820. {
  2821. armor = 1000;
  2822. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2823. explosionShielding = 6;
  2824. material = -1;
  2825. minimalHit = 0.01;
  2826. name = "body";
  2827. passThrough = 1;
  2828. radius = 0;
  2829. visual = "injury_body";
  2830. };
  2831. class HitArms
  2832. {
  2833. armor = 3;
  2834. depends = "0";
  2835. explosionShielding = 1;
  2836. material = -1;
  2837. minimalHit = 0.01;
  2838. name = "arms";
  2839. passThrough = 1;
  2840. radius = 0.1;
  2841. visual = "injury_hands";
  2842. };
  2843. class HitHands: HitArms
  2844. {
  2845. armor = 3;
  2846. depends = "HitArms";
  2847. explosionShielding = 1;
  2848. material = -1;
  2849. minimalHit = 0.01;
  2850. name = "hands";
  2851. passThrough = 1;
  2852. radius = 0.1;
  2853. visual = "injury_hands";
  2854. };
  2855. class HitLegs
  2856. {
  2857. armor = 3;
  2858. depends = "0";
  2859. explosionShielding = 1;
  2860. material = -1;
  2861. minimalHit = 0.01;
  2862. name = "legs";
  2863. passThrough = 1;
  2864. radius = 0.14;
  2865. visual = "injury_legs";
  2866. };
  2867. class Incapacitated
  2868. {
  2869. armor = 1000;
  2870. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  2871. explosionShielding = 1;
  2872. material = -1;
  2873. minimalHit = 0;
  2874. name = "body";
  2875. passThrough = 1;
  2876. radius = 0;
  2877. visual = "";
  2878. };
  2879. };
  2880. };
  2881. class SWOP_ST_jump_F: O_Soldier_base_F
  2882. {
  2883. htMax = 1800;
  2884. htMin = 60;
  2885. class HitPoints
  2886. {
  2887. class HitFace
  2888. {
  2889. armor = 1;
  2890. explosionShielding = 0.1;
  2891. material = -1;
  2892. minimalHit = 0.01;
  2893. name = "face_hub";
  2894. passThrough = 0.8;
  2895. radius = 0.08;
  2896. };
  2897. class HitNeck: HitFace
  2898. {
  2899. armor = 1;
  2900. explosionShielding = 0.5;
  2901. material = -1;
  2902. minimalHit = 0.01;
  2903. name = "neck";
  2904. passThrough = 0.8;
  2905. radius = 0.1;
  2906. };
  2907. class HitHead: HitNeck
  2908. {
  2909. armor = 1;
  2910. depends = "HitFace max HitNeck";
  2911. explosionShielding = 0.5;
  2912. material = -1;
  2913. minimalHit = 0.01;
  2914. name = "head";
  2915. passThrough = 0.8;
  2916. radius = 0.2;
  2917. };
  2918. class HitPelvis
  2919. {
  2920. armor = 6;
  2921. depends = "0";
  2922. explosionShielding = 1;
  2923. material = -1;
  2924. minimalHit = 0.01;
  2925. name = "pelvis";
  2926. passThrough = 0.8;
  2927. radius = 0.24;
  2928. visual = "injury_body";
  2929. };
  2930. class HitAbdomen: HitPelvis
  2931. {
  2932. armor = 1;
  2933. depends = "0";
  2934. explosionShielding = 1;
  2935. material = -1;
  2936. minimalHit = 0.01;
  2937. name = "spine1";
  2938. passThrough = 0.8;
  2939. radius = 0.16;
  2940. visual = "injury_body";
  2941. };
  2942. class HitDiaphragm: HitAbdomen
  2943. {
  2944. armor = 1;
  2945. depends = "0";
  2946. explosionShielding = 6;
  2947. material = -1;
  2948. minimalHit = 0.01;
  2949. name = "spine2";
  2950. passThrough = 0.8;
  2951. radius = 0.18;
  2952. visual = "injury_body";
  2953. };
  2954. class HitChest: HitDiaphragm
  2955. {
  2956. armor = 1;
  2957. depends = "0";
  2958. explosionShielding = 6;
  2959. material = -1;
  2960. minimalHit = 0.01;
  2961. name = "spine3";
  2962. passThrough = 0.8;
  2963. radius = 0.18;
  2964. visual = "injury_body";
  2965. };
  2966. class HitBody: HitChest
  2967. {
  2968. armor = 1000;
  2969. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  2970. explosionShielding = 6;
  2971. material = -1;
  2972. minimalHit = 0.01;
  2973. name = "body";
  2974. passThrough = 1;
  2975. radius = 0;
  2976. visual = "injury_body";
  2977. };
  2978. class HitArms
  2979. {
  2980. armor = 3;
  2981. depends = "0";
  2982. explosionShielding = 1;
  2983. material = -1;
  2984. minimalHit = 0.01;
  2985. name = "arms";
  2986. passThrough = 1;
  2987. radius = 0.1;
  2988. visual = "injury_hands";
  2989. };
  2990. class HitHands: HitArms
  2991. {
  2992. armor = 3;
  2993. depends = "HitArms";
  2994. explosionShielding = 1;
  2995. material = -1;
  2996. minimalHit = 0.01;
  2997. name = "hands";
  2998. passThrough = 1;
  2999. radius = 0.1;
  3000. visual = "injury_hands";
  3001. };
  3002. class HitLegs
  3003. {
  3004. armor = 3;
  3005. depends = "0";
  3006. explosionShielding = 1;
  3007. material = -1;
  3008. minimalHit = 0.01;
  3009. name = "legs";
  3010. passThrough = 1;
  3011. radius = 0.14;
  3012. visual = "injury_legs";
  3013. };
  3014. class Incapacitated
  3015. {
  3016. armor = 1000;
  3017. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3018. explosionShielding = 1;
  3019. material = -1;
  3020. minimalHit = 0;
  3021. name = "body";
  3022. passThrough = 1;
  3023. radius = 0;
  3024. visual = "";
  3025. };
  3026. };
  3027. };
  3028. class SWOP_GreClothes_reb_F: O_Soldier_base_F
  3029. {
  3030. htMax = 1800;
  3031. htMin = 60;
  3032. class HitPoints
  3033. {
  3034. class HitFace
  3035. {
  3036. armor = 1;
  3037. explosionShielding = 0.1;
  3038. material = -1;
  3039. minimalHit = 0.01;
  3040. name = "face_hub";
  3041. passThrough = 0.8;
  3042. radius = 0.08;
  3043. };
  3044. class HitNeck: HitFace
  3045. {
  3046. armor = 1;
  3047. explosionShielding = 0.5;
  3048. material = -1;
  3049. minimalHit = 0.01;
  3050. name = "neck";
  3051. passThrough = 0.8;
  3052. radius = 0.1;
  3053. };
  3054. class HitHead: HitNeck
  3055. {
  3056. armor = 1;
  3057. depends = "HitFace max HitNeck";
  3058. explosionShielding = 0.5;
  3059. material = -1;
  3060. minimalHit = 0.01;
  3061. name = "head";
  3062. passThrough = 0.8;
  3063. radius = 0.2;
  3064. };
  3065. class HitPelvis
  3066. {
  3067. armor = 6;
  3068. depends = "0";
  3069. explosionShielding = 1;
  3070. material = -1;
  3071. minimalHit = 0.01;
  3072. name = "pelvis";
  3073. passThrough = 0.8;
  3074. radius = 0.24;
  3075. visual = "injury_body";
  3076. };
  3077. class HitAbdomen: HitPelvis
  3078. {
  3079. armor = 1;
  3080. depends = "0";
  3081. explosionShielding = 1;
  3082. material = -1;
  3083. minimalHit = 0.01;
  3084. name = "spine1";
  3085. passThrough = 0.8;
  3086. radius = 0.16;
  3087. visual = "injury_body";
  3088. };
  3089. class HitDiaphragm: HitAbdomen
  3090. {
  3091. armor = 1;
  3092. depends = "0";
  3093. explosionShielding = 6;
  3094. material = -1;
  3095. minimalHit = 0.01;
  3096. name = "spine2";
  3097. passThrough = 0.8;
  3098. radius = 0.18;
  3099. visual = "injury_body";
  3100. };
  3101. class HitChest: HitDiaphragm
  3102. {
  3103. armor = 1;
  3104. depends = "0";
  3105. explosionShielding = 6;
  3106. material = -1;
  3107. minimalHit = 0.01;
  3108. name = "spine3";
  3109. passThrough = 0.8;
  3110. radius = 0.18;
  3111. visual = "injury_body";
  3112. };
  3113. class HitBody: HitChest
  3114. {
  3115. armor = 1000;
  3116. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3117. explosionShielding = 6;
  3118. material = -1;
  3119. minimalHit = 0.01;
  3120. name = "body";
  3121. passThrough = 1;
  3122. radius = 0;
  3123. visual = "injury_body";
  3124. };
  3125. class HitArms
  3126. {
  3127. armor = 3;
  3128. depends = "0";
  3129. explosionShielding = 1;
  3130. material = -1;
  3131. minimalHit = 0.01;
  3132. name = "arms";
  3133. passThrough = 1;
  3134. radius = 0.1;
  3135. visual = "injury_hands";
  3136. };
  3137. class HitHands: HitArms
  3138. {
  3139. armor = 3;
  3140. depends = "HitArms";
  3141. explosionShielding = 1;
  3142. material = -1;
  3143. minimalHit = 0.01;
  3144. name = "hands";
  3145. passThrough = 1;
  3146. radius = 0.1;
  3147. visual = "injury_hands";
  3148. };
  3149. class HitLegs
  3150. {
  3151. armor = 3;
  3152. depends = "0";
  3153. explosionShielding = 1;
  3154. material = -1;
  3155. minimalHit = 0.01;
  3156. name = "legs";
  3157. passThrough = 1;
  3158. radius = 0.14;
  3159. visual = "injury_legs";
  3160. };
  3161. class Incapacitated
  3162. {
  3163. armor = 1000;
  3164. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3165. explosionShielding = 1;
  3166. material = -1;
  3167. minimalHit = 0;
  3168. name = "body";
  3169. passThrough = 1;
  3170. radius = 0;
  3171. visual = "";
  3172. };
  3173. };
  3174. };
  3175. class SWOP_Reb_f_DB_F: O_Soldier_base_F
  3176. {
  3177. htMax = 1800;
  3178. htMin = 60;
  3179. class HitPoints
  3180. {
  3181. class HitFace
  3182. {
  3183. armor = 1;
  3184. explosionShielding = 0.1;
  3185. material = -1;
  3186. minimalHit = 0.01;
  3187. name = "face_hub";
  3188. passThrough = 0.8;
  3189. radius = 0.08;
  3190. };
  3191. class HitNeck: HitFace
  3192. {
  3193. armor = 1;
  3194. explosionShielding = 0.5;
  3195. material = -1;
  3196. minimalHit = 0.01;
  3197. name = "neck";
  3198. passThrough = 0.8;
  3199. radius = 0.1;
  3200. };
  3201. class HitHead: HitNeck
  3202. {
  3203. armor = 1;
  3204. depends = "HitFace max HitNeck";
  3205. explosionShielding = 0.5;
  3206. material = -1;
  3207. minimalHit = 0.01;
  3208. name = "head";
  3209. passThrough = 0.8;
  3210. radius = 0.2;
  3211. };
  3212. class HitPelvis
  3213. {
  3214. armor = 6;
  3215. depends = "0";
  3216. explosionShielding = 1;
  3217. material = -1;
  3218. minimalHit = 0.01;
  3219. name = "pelvis";
  3220. passThrough = 0.8;
  3221. radius = 0.24;
  3222. visual = "injury_body";
  3223. };
  3224. class HitAbdomen: HitPelvis
  3225. {
  3226. armor = 1;
  3227. depends = "0";
  3228. explosionShielding = 1;
  3229. material = -1;
  3230. minimalHit = 0.01;
  3231. name = "spine1";
  3232. passThrough = 0.8;
  3233. radius = 0.16;
  3234. visual = "injury_body";
  3235. };
  3236. class HitDiaphragm: HitAbdomen
  3237. {
  3238. armor = 1;
  3239. depends = "0";
  3240. explosionShielding = 6;
  3241. material = -1;
  3242. minimalHit = 0.01;
  3243. name = "spine2";
  3244. passThrough = 0.8;
  3245. radius = 0.18;
  3246. visual = "injury_body";
  3247. };
  3248. class HitChest: HitDiaphragm
  3249. {
  3250. armor = 1;
  3251. depends = "0";
  3252. explosionShielding = 6;
  3253. material = -1;
  3254. minimalHit = 0.01;
  3255. name = "spine3";
  3256. passThrough = 0.8;
  3257. radius = 0.18;
  3258. visual = "injury_body";
  3259. };
  3260. class HitBody: HitChest
  3261. {
  3262. armor = 1000;
  3263. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3264. explosionShielding = 6;
  3265. material = -1;
  3266. minimalHit = 0.01;
  3267. name = "body";
  3268. passThrough = 1;
  3269. radius = 0;
  3270. visual = "injury_body";
  3271. };
  3272. class HitArms
  3273. {
  3274. armor = 3;
  3275. depends = "0";
  3276. explosionShielding = 1;
  3277. material = -1;
  3278. minimalHit = 0.01;
  3279. name = "arms";
  3280. passThrough = 1;
  3281. radius = 0.1;
  3282. visual = "injury_hands";
  3283. };
  3284. class HitHands: HitArms
  3285. {
  3286. armor = 3;
  3287. depends = "HitArms";
  3288. explosionShielding = 1;
  3289. material = -1;
  3290. minimalHit = 0.01;
  3291. name = "hands";
  3292. passThrough = 1;
  3293. radius = 0.1;
  3294. visual = "injury_hands";
  3295. };
  3296. class HitLegs
  3297. {
  3298. armor = 3;
  3299. depends = "0";
  3300. explosionShielding = 1;
  3301. material = -1;
  3302. minimalHit = 0.01;
  3303. name = "legs";
  3304. passThrough = 1;
  3305. radius = 0.14;
  3306. visual = "injury_legs";
  3307. };
  3308. class Incapacitated
  3309. {
  3310. armor = 1000;
  3311. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3312. explosionShielding = 1;
  3313. material = -1;
  3314. minimalHit = 0;
  3315. name = "body";
  3316. passThrough = 1;
  3317. radius = 0;
  3318. visual = "";
  3319. };
  3320. };
  3321. };
  3322. class SWOP_Reb_f_WB_F: O_Soldier_base_F
  3323. {
  3324. htMax = 1800;
  3325. htMin = 60;
  3326. class HitPoints
  3327. {
  3328. class HitFace
  3329. {
  3330. armor = 1;
  3331. explosionShielding = 0.1;
  3332. material = -1;
  3333. minimalHit = 0.01;
  3334. name = "face_hub";
  3335. passThrough = 0.8;
  3336. radius = 0.08;
  3337. };
  3338. class HitNeck: HitFace
  3339. {
  3340. armor = 1;
  3341. explosionShielding = 0.5;
  3342. material = -1;
  3343. minimalHit = 0.01;
  3344. name = "neck";
  3345. passThrough = 0.8;
  3346. radius = 0.1;
  3347. };
  3348. class HitHead: HitNeck
  3349. {
  3350. armor = 1;
  3351. depends = "HitFace max HitNeck";
  3352. explosionShielding = 0.5;
  3353. material = -1;
  3354. minimalHit = 0.01;
  3355. name = "head";
  3356. passThrough = 0.8;
  3357. radius = 0.2;
  3358. };
  3359. class HitPelvis
  3360. {
  3361. armor = 6;
  3362. depends = "0";
  3363. explosionShielding = 1;
  3364. material = -1;
  3365. minimalHit = 0.01;
  3366. name = "pelvis";
  3367. passThrough = 0.8;
  3368. radius = 0.24;
  3369. visual = "injury_body";
  3370. };
  3371. class HitAbdomen: HitPelvis
  3372. {
  3373. armor = 1;
  3374. depends = "0";
  3375. explosionShielding = 1;
  3376. material = -1;
  3377. minimalHit = 0.01;
  3378. name = "spine1";
  3379. passThrough = 0.8;
  3380. radius = 0.16;
  3381. visual = "injury_body";
  3382. };
  3383. class HitDiaphragm: HitAbdomen
  3384. {
  3385. armor = 1;
  3386. depends = "0";
  3387. explosionShielding = 6;
  3388. material = -1;
  3389. minimalHit = 0.01;
  3390. name = "spine2";
  3391. passThrough = 0.8;
  3392. radius = 0.18;
  3393. visual = "injury_body";
  3394. };
  3395. class HitChest: HitDiaphragm
  3396. {
  3397. armor = 1;
  3398. depends = "0";
  3399. explosionShielding = 6;
  3400. material = -1;
  3401. minimalHit = 0.01;
  3402. name = "spine3";
  3403. passThrough = 0.8;
  3404. radius = 0.18;
  3405. visual = "injury_body";
  3406. };
  3407. class HitBody: HitChest
  3408. {
  3409. armor = 1000;
  3410. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3411. explosionShielding = 6;
  3412. material = -1;
  3413. minimalHit = 0.01;
  3414. name = "body";
  3415. passThrough = 1;
  3416. radius = 0;
  3417. visual = "injury_body";
  3418. };
  3419. class HitArms
  3420. {
  3421. armor = 3;
  3422. depends = "0";
  3423. explosionShielding = 1;
  3424. material = -1;
  3425. minimalHit = 0.01;
  3426. name = "arms";
  3427. passThrough = 1;
  3428. radius = 0.1;
  3429. visual = "injury_hands";
  3430. };
  3431. class HitHands: HitArms
  3432. {
  3433. armor = 3;
  3434. depends = "HitArms";
  3435. explosionShielding = 1;
  3436. material = -1;
  3437. minimalHit = 0.01;
  3438. name = "hands";
  3439. passThrough = 1;
  3440. radius = 0.1;
  3441. visual = "injury_hands";
  3442. };
  3443. class HitLegs
  3444. {
  3445. armor = 3;
  3446. depends = "0";
  3447. explosionShielding = 1;
  3448. material = -1;
  3449. minimalHit = 0.01;
  3450. name = "legs";
  3451. passThrough = 1;
  3452. radius = 0.14;
  3453. visual = "injury_legs";
  3454. };
  3455. class Incapacitated
  3456. {
  3457. armor = 1000;
  3458. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3459. explosionShielding = 1;
  3460. material = -1;
  3461. minimalHit = 0;
  3462. name = "body";
  3463. passThrough = 1;
  3464. radius = 0;
  3465. visual = "";
  3466. };
  3467. };
  3468. };
  3469. class SWOP_RebU_F: O_Soldier_base_F
  3470. {
  3471. htMax = 1800;
  3472. htMin = 60;
  3473. class HitPoints
  3474. {
  3475. class HitFace
  3476. {
  3477. armor = 1;
  3478. explosionShielding = 0.1;
  3479. material = -1;
  3480. minimalHit = 0.01;
  3481. name = "face_hub";
  3482. passThrough = 0.8;
  3483. radius = 0.08;
  3484. };
  3485. class HitNeck: HitFace
  3486. {
  3487. armor = 1;
  3488. explosionShielding = 0.5;
  3489. material = -1;
  3490. minimalHit = 0.01;
  3491. name = "neck";
  3492. passThrough = 0.8;
  3493. radius = 0.1;
  3494. };
  3495. class HitHead: HitNeck
  3496. {
  3497. armor = 1;
  3498. depends = "HitFace max HitNeck";
  3499. explosionShielding = 0.5;
  3500. material = -1;
  3501. minimalHit = 0.01;
  3502. name = "head";
  3503. passThrough = 0.8;
  3504. radius = 0.2;
  3505. };
  3506. class HitPelvis
  3507. {
  3508. armor = 6;
  3509. depends = "0";
  3510. explosionShielding = 1;
  3511. material = -1;
  3512. minimalHit = 0.01;
  3513. name = "pelvis";
  3514. passThrough = 0.8;
  3515. radius = 0.24;
  3516. visual = "injury_body";
  3517. };
  3518. class HitAbdomen: HitPelvis
  3519. {
  3520. armor = 1;
  3521. depends = "0";
  3522. explosionShielding = 1;
  3523. material = -1;
  3524. minimalHit = 0.01;
  3525. name = "spine1";
  3526. passThrough = 0.8;
  3527. radius = 0.16;
  3528. visual = "injury_body";
  3529. };
  3530. class HitDiaphragm: HitAbdomen
  3531. {
  3532. armor = 1;
  3533. depends = "0";
  3534. explosionShielding = 6;
  3535. material = -1;
  3536. minimalHit = 0.01;
  3537. name = "spine2";
  3538. passThrough = 0.8;
  3539. radius = 0.18;
  3540. visual = "injury_body";
  3541. };
  3542. class HitChest: HitDiaphragm
  3543. {
  3544. armor = 1;
  3545. depends = "0";
  3546. explosionShielding = 6;
  3547. material = -1;
  3548. minimalHit = 0.01;
  3549. name = "spine3";
  3550. passThrough = 0.8;
  3551. radius = 0.18;
  3552. visual = "injury_body";
  3553. };
  3554. class HitBody: HitChest
  3555. {
  3556. armor = 1000;
  3557. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3558. explosionShielding = 6;
  3559. material = -1;
  3560. minimalHit = 0.01;
  3561. name = "body";
  3562. passThrough = 1;
  3563. radius = 0;
  3564. visual = "injury_body";
  3565. };
  3566. class HitArms
  3567. {
  3568. armor = 3;
  3569. depends = "0";
  3570. explosionShielding = 1;
  3571. material = -1;
  3572. minimalHit = 0.01;
  3573. name = "arms";
  3574. passThrough = 1;
  3575. radius = 0.1;
  3576. visual = "injury_hands";
  3577. };
  3578. class HitHands: HitArms
  3579. {
  3580. armor = 3;
  3581. depends = "HitArms";
  3582. explosionShielding = 1;
  3583. material = -1;
  3584. minimalHit = 0.01;
  3585. name = "hands";
  3586. passThrough = 1;
  3587. radius = 0.1;
  3588. visual = "injury_hands";
  3589. };
  3590. class HitLegs
  3591. {
  3592. armor = 3;
  3593. depends = "0";
  3594. explosionShielding = 1;
  3595. material = -1;
  3596. minimalHit = 0.01;
  3597. name = "legs";
  3598. passThrough = 1;
  3599. radius = 0.14;
  3600. visual = "injury_legs";
  3601. };
  3602. class Incapacitated
  3603. {
  3604. armor = 1000;
  3605. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3606. explosionShielding = 1;
  3607. material = -1;
  3608. minimalHit = 0;
  3609. name = "body";
  3610. passThrough = 1;
  3611. radius = 0;
  3612. visual = "";
  3613. };
  3614. };
  3615. };
  3616. class SWOP_RebT_F: O_Soldier_base_F
  3617. {
  3618. htMax = 1800;
  3619. htMin = 60;
  3620. class HitPoints
  3621. {
  3622. class HitFace
  3623. {
  3624. armor = 1;
  3625. explosionShielding = 0.1;
  3626. material = -1;
  3627. minimalHit = 0.01;
  3628. name = "face_hub";
  3629. passThrough = 0.8;
  3630. radius = 0.08;
  3631. };
  3632. class HitNeck: HitFace
  3633. {
  3634. armor = 1;
  3635. explosionShielding = 0.5;
  3636. material = -1;
  3637. minimalHit = 0.01;
  3638. name = "neck";
  3639. passThrough = 0.8;
  3640. radius = 0.1;
  3641. };
  3642. class HitHead: HitNeck
  3643. {
  3644. armor = 1;
  3645. depends = "HitFace max HitNeck";
  3646. explosionShielding = 0.5;
  3647. material = -1;
  3648. minimalHit = 0.01;
  3649. name = "head";
  3650. passThrough = 0.8;
  3651. radius = 0.2;
  3652. };
  3653. class HitPelvis
  3654. {
  3655. armor = 6;
  3656. depends = "0";
  3657. explosionShielding = 1;
  3658. material = -1;
  3659. minimalHit = 0.01;
  3660. name = "pelvis";
  3661. passThrough = 0.8;
  3662. radius = 0.24;
  3663. visual = "injury_body";
  3664. };
  3665. class HitAbdomen: HitPelvis
  3666. {
  3667. armor = 1;
  3668. depends = "0";
  3669. explosionShielding = 1;
  3670. material = -1;
  3671. minimalHit = 0.01;
  3672. name = "spine1";
  3673. passThrough = 0.8;
  3674. radius = 0.16;
  3675. visual = "injury_body";
  3676. };
  3677. class HitDiaphragm: HitAbdomen
  3678. {
  3679. armor = 1;
  3680. depends = "0";
  3681. explosionShielding = 6;
  3682. material = -1;
  3683. minimalHit = 0.01;
  3684. name = "spine2";
  3685. passThrough = 0.8;
  3686. radius = 0.18;
  3687. visual = "injury_body";
  3688. };
  3689. class HitChest: HitDiaphragm
  3690. {
  3691. armor = 1;
  3692. depends = "0";
  3693. explosionShielding = 6;
  3694. material = -1;
  3695. minimalHit = 0.01;
  3696. name = "spine3";
  3697. passThrough = 0.8;
  3698. radius = 0.18;
  3699. visual = "injury_body";
  3700. };
  3701. class HitBody: HitChest
  3702. {
  3703. armor = 1000;
  3704. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3705. explosionShielding = 6;
  3706. material = -1;
  3707. minimalHit = 0.01;
  3708. name = "body";
  3709. passThrough = 1;
  3710. radius = 0;
  3711. visual = "injury_body";
  3712. };
  3713. class HitArms
  3714. {
  3715. armor = 3;
  3716. depends = "0";
  3717. explosionShielding = 1;
  3718. material = -1;
  3719. minimalHit = 0.01;
  3720. name = "arms";
  3721. passThrough = 1;
  3722. radius = 0.1;
  3723. visual = "injury_hands";
  3724. };
  3725. class HitHands: HitArms
  3726. {
  3727. armor = 3;
  3728. depends = "HitArms";
  3729. explosionShielding = 1;
  3730. material = -1;
  3731. minimalHit = 0.01;
  3732. name = "hands";
  3733. passThrough = 1;
  3734. radius = 0.1;
  3735. visual = "injury_hands";
  3736. };
  3737. class HitLegs
  3738. {
  3739. armor = 3;
  3740. depends = "0";
  3741. explosionShielding = 1;
  3742. material = -1;
  3743. minimalHit = 0.01;
  3744. name = "legs";
  3745. passThrough = 1;
  3746. radius = 0.14;
  3747. visual = "injury_legs";
  3748. };
  3749. class Incapacitated
  3750. {
  3751. armor = 1000;
  3752. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3753. explosionShielding = 1;
  3754. material = -1;
  3755. minimalHit = 0;
  3756. name = "body";
  3757. passThrough = 1;
  3758. radius = 0;
  3759. visual = "";
  3760. };
  3761. };
  3762. };
  3763. class SWOP_RebSc_Bl: O_Soldier_base_F
  3764. {
  3765. htMax = 1800;
  3766. htMin = 60;
  3767. class HitPoints
  3768. {
  3769. class HitFace
  3770. {
  3771. armor = 1;
  3772. explosionShielding = 0.1;
  3773. material = -1;
  3774. minimalHit = 0.01;
  3775. name = "face_hub";
  3776. passThrough = 0.8;
  3777. radius = 0.08;
  3778. };
  3779. class HitNeck: HitFace
  3780. {
  3781. armor = 1;
  3782. explosionShielding = 0.5;
  3783. material = -1;
  3784. minimalHit = 0.01;
  3785. name = "neck";
  3786. passThrough = 0.8;
  3787. radius = 0.1;
  3788. };
  3789. class HitHead: HitNeck
  3790. {
  3791. armor = 1;
  3792. depends = "HitFace max HitNeck";
  3793. explosionShielding = 0.5;
  3794. material = -1;
  3795. minimalHit = 0.01;
  3796. name = "head";
  3797. passThrough = 0.8;
  3798. radius = 0.2;
  3799. };
  3800. class HitPelvis
  3801. {
  3802. armor = 6;
  3803. depends = "0";
  3804. explosionShielding = 1;
  3805. material = -1;
  3806. minimalHit = 0.01;
  3807. name = "pelvis";
  3808. passThrough = 0.8;
  3809. radius = 0.24;
  3810. visual = "injury_body";
  3811. };
  3812. class HitAbdomen: HitPelvis
  3813. {
  3814. armor = 1;
  3815. depends = "0";
  3816. explosionShielding = 1;
  3817. material = -1;
  3818. minimalHit = 0.01;
  3819. name = "spine1";
  3820. passThrough = 0.8;
  3821. radius = 0.16;
  3822. visual = "injury_body";
  3823. };
  3824. class HitDiaphragm: HitAbdomen
  3825. {
  3826. armor = 1;
  3827. depends = "0";
  3828. explosionShielding = 6;
  3829. material = -1;
  3830. minimalHit = 0.01;
  3831. name = "spine2";
  3832. passThrough = 0.8;
  3833. radius = 0.18;
  3834. visual = "injury_body";
  3835. };
  3836. class HitChest: HitDiaphragm
  3837. {
  3838. armor = 1;
  3839. depends = "0";
  3840. explosionShielding = 6;
  3841. material = -1;
  3842. minimalHit = 0.01;
  3843. name = "spine3";
  3844. passThrough = 0.8;
  3845. radius = 0.18;
  3846. visual = "injury_body";
  3847. };
  3848. class HitBody: HitChest
  3849. {
  3850. armor = 1000;
  3851. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3852. explosionShielding = 6;
  3853. material = -1;
  3854. minimalHit = 0.01;
  3855. name = "body";
  3856. passThrough = 1;
  3857. radius = 0;
  3858. visual = "injury_body";
  3859. };
  3860. class HitArms
  3861. {
  3862. armor = 3;
  3863. depends = "0";
  3864. explosionShielding = 1;
  3865. material = -1;
  3866. minimalHit = 0.01;
  3867. name = "arms";
  3868. passThrough = 1;
  3869. radius = 0.1;
  3870. visual = "injury_hands";
  3871. };
  3872. class HitHands: HitArms
  3873. {
  3874. armor = 3;
  3875. depends = "HitArms";
  3876. explosionShielding = 1;
  3877. material = -1;
  3878. minimalHit = 0.01;
  3879. name = "hands";
  3880. passThrough = 1;
  3881. radius = 0.1;
  3882. visual = "injury_hands";
  3883. };
  3884. class HitLegs
  3885. {
  3886. armor = 3;
  3887. depends = "0";
  3888. explosionShielding = 1;
  3889. material = -1;
  3890. minimalHit = 0.01;
  3891. name = "legs";
  3892. passThrough = 1;
  3893. radius = 0.14;
  3894. visual = "injury_legs";
  3895. };
  3896. class Incapacitated
  3897. {
  3898. armor = 1000;
  3899. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  3900. explosionShielding = 1;
  3901. material = -1;
  3902. minimalHit = 0;
  3903. name = "body";
  3904. passThrough = 1;
  3905. radius = 0;
  3906. visual = "";
  3907. };
  3908. };
  3909. };
  3910. class SWOP_RebSc_B: O_Soldier_base_F
  3911. {
  3912. htMax = 1800;
  3913. htMin = 60;
  3914. class HitPoints
  3915. {
  3916. class HitFace
  3917. {
  3918. armor = 1;
  3919. explosionShielding = 0.1;
  3920. material = -1;
  3921. minimalHit = 0.01;
  3922. name = "face_hub";
  3923. passThrough = 0.8;
  3924. radius = 0.08;
  3925. };
  3926. class HitNeck: HitFace
  3927. {
  3928. armor = 1;
  3929. explosionShielding = 0.5;
  3930. material = -1;
  3931. minimalHit = 0.01;
  3932. name = "neck";
  3933. passThrough = 0.8;
  3934. radius = 0.1;
  3935. };
  3936. class HitHead: HitNeck
  3937. {
  3938. armor = 1;
  3939. depends = "HitFace max HitNeck";
  3940. explosionShielding = 0.5;
  3941. material = -1;
  3942. minimalHit = 0.01;
  3943. name = "head";
  3944. passThrough = 0.8;
  3945. radius = 0.2;
  3946. };
  3947. class HitPelvis
  3948. {
  3949. armor = 6;
  3950. depends = "0";
  3951. explosionShielding = 1;
  3952. material = -1;
  3953. minimalHit = 0.01;
  3954. name = "pelvis";
  3955. passThrough = 0.8;
  3956. radius = 0.24;
  3957. visual = "injury_body";
  3958. };
  3959. class HitAbdomen: HitPelvis
  3960. {
  3961. armor = 1;
  3962. depends = "0";
  3963. explosionShielding = 1;
  3964. material = -1;
  3965. minimalHit = 0.01;
  3966. name = "spine1";
  3967. passThrough = 0.8;
  3968. radius = 0.16;
  3969. visual = "injury_body";
  3970. };
  3971. class HitDiaphragm: HitAbdomen
  3972. {
  3973. armor = 1;
  3974. depends = "0";
  3975. explosionShielding = 6;
  3976. material = -1;
  3977. minimalHit = 0.01;
  3978. name = "spine2";
  3979. passThrough = 0.8;
  3980. radius = 0.18;
  3981. visual = "injury_body";
  3982. };
  3983. class HitChest: HitDiaphragm
  3984. {
  3985. armor = 1;
  3986. depends = "0";
  3987. explosionShielding = 6;
  3988. material = -1;
  3989. minimalHit = 0.01;
  3990. name = "spine3";
  3991. passThrough = 0.8;
  3992. radius = 0.18;
  3993. visual = "injury_body";
  3994. };
  3995. class HitBody: HitChest
  3996. {
  3997. armor = 1000;
  3998. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  3999. explosionShielding = 6;
  4000. material = -1;
  4001. minimalHit = 0.01;
  4002. name = "body";
  4003. passThrough = 1;
  4004. radius = 0;
  4005. visual = "injury_body";
  4006. };
  4007. class HitArms
  4008. {
  4009. armor = 3;
  4010. depends = "0";
  4011. explosionShielding = 1;
  4012. material = -1;
  4013. minimalHit = 0.01;
  4014. name = "arms";
  4015. passThrough = 1;
  4016. radius = 0.1;
  4017. visual = "injury_hands";
  4018. };
  4019. class HitHands: HitArms
  4020. {
  4021. armor = 3;
  4022. depends = "HitArms";
  4023. explosionShielding = 1;
  4024. material = -1;
  4025. minimalHit = 0.01;
  4026. name = "hands";
  4027. passThrough = 1;
  4028. radius = 0.1;
  4029. visual = "injury_hands";
  4030. };
  4031. class HitLegs
  4032. {
  4033. armor = 3;
  4034. depends = "0";
  4035. explosionShielding = 1;
  4036. material = -1;
  4037. minimalHit = 0.01;
  4038. name = "legs";
  4039. passThrough = 1;
  4040. radius = 0.14;
  4041. visual = "injury_legs";
  4042. };
  4043. class Incapacitated
  4044. {
  4045. armor = 1000;
  4046. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4047. explosionShielding = 1;
  4048. material = -1;
  4049. minimalHit = 0;
  4050. name = "body";
  4051. passThrough = 1;
  4052. radius = 0;
  4053. visual = "";
  4054. };
  4055. };
  4056. };
  4057. class SWOP_RebS_F: O_Soldier_base_F
  4058. {
  4059. htMax = 1800;
  4060. htMin = 60;
  4061. class HitPoints
  4062. {
  4063. class HitFace
  4064. {
  4065. armor = 1;
  4066. explosionShielding = 0.1;
  4067. material = -1;
  4068. minimalHit = 0.01;
  4069. name = "face_hub";
  4070. passThrough = 0.8;
  4071. radius = 0.08;
  4072. };
  4073. class HitNeck: HitFace
  4074. {
  4075. armor = 1;
  4076. explosionShielding = 0.5;
  4077. material = -1;
  4078. minimalHit = 0.01;
  4079. name = "neck";
  4080. passThrough = 0.8;
  4081. radius = 0.1;
  4082. };
  4083. class HitHead: HitNeck
  4084. {
  4085. armor = 1;
  4086. depends = "HitFace max HitNeck";
  4087. explosionShielding = 0.5;
  4088. material = -1;
  4089. minimalHit = 0.01;
  4090. name = "head";
  4091. passThrough = 0.8;
  4092. radius = 0.2;
  4093. };
  4094. class HitPelvis
  4095. {
  4096. armor = 6;
  4097. depends = "0";
  4098. explosionShielding = 1;
  4099. material = -1;
  4100. minimalHit = 0.01;
  4101. name = "pelvis";
  4102. passThrough = 0.8;
  4103. radius = 0.24;
  4104. visual = "injury_body";
  4105. };
  4106. class HitAbdomen: HitPelvis
  4107. {
  4108. armor = 1;
  4109. depends = "0";
  4110. explosionShielding = 1;
  4111. material = -1;
  4112. minimalHit = 0.01;
  4113. name = "spine1";
  4114. passThrough = 0.8;
  4115. radius = 0.16;
  4116. visual = "injury_body";
  4117. };
  4118. class HitDiaphragm: HitAbdomen
  4119. {
  4120. armor = 1;
  4121. depends = "0";
  4122. explosionShielding = 6;
  4123. material = -1;
  4124. minimalHit = 0.01;
  4125. name = "spine2";
  4126. passThrough = 0.8;
  4127. radius = 0.18;
  4128. visual = "injury_body";
  4129. };
  4130. class HitChest: HitDiaphragm
  4131. {
  4132. armor = 1;
  4133. depends = "0";
  4134. explosionShielding = 6;
  4135. material = -1;
  4136. minimalHit = 0.01;
  4137. name = "spine3";
  4138. passThrough = 0.8;
  4139. radius = 0.18;
  4140. visual = "injury_body";
  4141. };
  4142. class HitBody: HitChest
  4143. {
  4144. armor = 1000;
  4145. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4146. explosionShielding = 6;
  4147. material = -1;
  4148. minimalHit = 0.01;
  4149. name = "body";
  4150. passThrough = 1;
  4151. radius = 0;
  4152. visual = "injury_body";
  4153. };
  4154. class HitArms
  4155. {
  4156. armor = 3;
  4157. depends = "0";
  4158. explosionShielding = 1;
  4159. material = -1;
  4160. minimalHit = 0.01;
  4161. name = "arms";
  4162. passThrough = 1;
  4163. radius = 0.1;
  4164. visual = "injury_hands";
  4165. };
  4166. class HitHands: HitArms
  4167. {
  4168. armor = 3;
  4169. depends = "HitArms";
  4170. explosionShielding = 1;
  4171. material = -1;
  4172. minimalHit = 0.01;
  4173. name = "hands";
  4174. passThrough = 1;
  4175. radius = 0.1;
  4176. visual = "injury_hands";
  4177. };
  4178. class HitLegs
  4179. {
  4180. armor = 3;
  4181. depends = "0";
  4182. explosionShielding = 1;
  4183. material = -1;
  4184. minimalHit = 0.01;
  4185. name = "legs";
  4186. passThrough = 1;
  4187. radius = 0.14;
  4188. visual = "injury_legs";
  4189. };
  4190. class Incapacitated
  4191. {
  4192. armor = 1000;
  4193. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4194. explosionShielding = 1;
  4195. material = -1;
  4196. minimalHit = 0;
  4197. name = "body";
  4198. passThrough = 1;
  4199. radius = 0;
  4200. visual = "";
  4201. };
  4202. };
  4203. };
  4204. class SWOP_Resistance_HeavyUnif_Brown_F: O_Soldier_base_F
  4205. {
  4206. htMax = 1800;
  4207. htMin = 60;
  4208. class HitPoints
  4209. {
  4210. class HitFace
  4211. {
  4212. armor = 1;
  4213. explosionShielding = 0.1;
  4214. material = -1;
  4215. minimalHit = 0.01;
  4216. name = "face_hub";
  4217. passThrough = 0.8;
  4218. radius = 0.08;
  4219. };
  4220. class HitNeck: HitFace
  4221. {
  4222. armor = 1;
  4223. explosionShielding = 0.5;
  4224. material = -1;
  4225. minimalHit = 0.01;
  4226. name = "neck";
  4227. passThrough = 0.8;
  4228. radius = 0.1;
  4229. };
  4230. class HitHead: HitNeck
  4231. {
  4232. armor = 1;
  4233. depends = "HitFace max HitNeck";
  4234. explosionShielding = 0.5;
  4235. material = -1;
  4236. minimalHit = 0.01;
  4237. name = "head";
  4238. passThrough = 0.8;
  4239. radius = 0.2;
  4240. };
  4241. class HitPelvis
  4242. {
  4243. armor = 6;
  4244. depends = "0";
  4245. explosionShielding = 1;
  4246. material = -1;
  4247. minimalHit = 0.01;
  4248. name = "pelvis";
  4249. passThrough = 0.8;
  4250. radius = 0.24;
  4251. visual = "injury_body";
  4252. };
  4253. class HitAbdomen: HitPelvis
  4254. {
  4255. armor = 1;
  4256. depends = "0";
  4257. explosionShielding = 1;
  4258. material = -1;
  4259. minimalHit = 0.01;
  4260. name = "spine1";
  4261. passThrough = 0.8;
  4262. radius = 0.16;
  4263. visual = "injury_body";
  4264. };
  4265. class HitDiaphragm: HitAbdomen
  4266. {
  4267. armor = 1;
  4268. depends = "0";
  4269. explosionShielding = 6;
  4270. material = -1;
  4271. minimalHit = 0.01;
  4272. name = "spine2";
  4273. passThrough = 0.8;
  4274. radius = 0.18;
  4275. visual = "injury_body";
  4276. };
  4277. class HitChest: HitDiaphragm
  4278. {
  4279. armor = 1;
  4280. depends = "0";
  4281. explosionShielding = 6;
  4282. material = -1;
  4283. minimalHit = 0.01;
  4284. name = "spine3";
  4285. passThrough = 0.8;
  4286. radius = 0.18;
  4287. visual = "injury_body";
  4288. };
  4289. class HitBody: HitChest
  4290. {
  4291. armor = 1000;
  4292. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4293. explosionShielding = 6;
  4294. material = -1;
  4295. minimalHit = 0.01;
  4296. name = "body";
  4297. passThrough = 1;
  4298. radius = 0;
  4299. visual = "injury_body";
  4300. };
  4301. class HitArms
  4302. {
  4303. armor = 3;
  4304. depends = "0";
  4305. explosionShielding = 1;
  4306. material = -1;
  4307. minimalHit = 0.01;
  4308. name = "arms";
  4309. passThrough = 1;
  4310. radius = 0.1;
  4311. visual = "injury_hands";
  4312. };
  4313. class HitHands: HitArms
  4314. {
  4315. armor = 3;
  4316. depends = "HitArms";
  4317. explosionShielding = 1;
  4318. material = -1;
  4319. minimalHit = 0.01;
  4320. name = "hands";
  4321. passThrough = 1;
  4322. radius = 0.1;
  4323. visual = "injury_hands";
  4324. };
  4325. class HitLegs
  4326. {
  4327. armor = 3;
  4328. depends = "0";
  4329. explosionShielding = 1;
  4330. material = -1;
  4331. minimalHit = 0.01;
  4332. name = "legs";
  4333. passThrough = 1;
  4334. radius = 0.14;
  4335. visual = "injury_legs";
  4336. };
  4337. class Incapacitated
  4338. {
  4339. armor = 1000;
  4340. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4341. explosionShielding = 1;
  4342. material = -1;
  4343. minimalHit = 0;
  4344. name = "body";
  4345. passThrough = 1;
  4346. radius = 0;
  4347. visual = "";
  4348. };
  4349. };
  4350. };
  4351. class SWOP_Resistance_HeavyUnif_KhakiR_F: O_Soldier_base_F
  4352. {
  4353. htMax = 1800;
  4354. htMin = 60;
  4355. class HitPoints
  4356. {
  4357. class HitFace
  4358. {
  4359. armor = 1;
  4360. explosionShielding = 0.1;
  4361. material = -1;
  4362. minimalHit = 0.01;
  4363. name = "face_hub";
  4364. passThrough = 0.8;
  4365. radius = 0.08;
  4366. };
  4367. class HitNeck: HitFace
  4368. {
  4369. armor = 1;
  4370. explosionShielding = 0.5;
  4371. material = -1;
  4372. minimalHit = 0.01;
  4373. name = "neck";
  4374. passThrough = 0.8;
  4375. radius = 0.1;
  4376. };
  4377. class HitHead: HitNeck
  4378. {
  4379. armor = 1;
  4380. depends = "HitFace max HitNeck";
  4381. explosionShielding = 0.5;
  4382. material = -1;
  4383. minimalHit = 0.01;
  4384. name = "head";
  4385. passThrough = 0.8;
  4386. radius = 0.2;
  4387. };
  4388. class HitPelvis
  4389. {
  4390. armor = 6;
  4391. depends = "0";
  4392. explosionShielding = 1;
  4393. material = -1;
  4394. minimalHit = 0.01;
  4395. name = "pelvis";
  4396. passThrough = 0.8;
  4397. radius = 0.24;
  4398. visual = "injury_body";
  4399. };
  4400. class HitAbdomen: HitPelvis
  4401. {
  4402. armor = 1;
  4403. depends = "0";
  4404. explosionShielding = 1;
  4405. material = -1;
  4406. minimalHit = 0.01;
  4407. name = "spine1";
  4408. passThrough = 0.8;
  4409. radius = 0.16;
  4410. visual = "injury_body";
  4411. };
  4412. class HitDiaphragm: HitAbdomen
  4413. {
  4414. armor = 1;
  4415. depends = "0";
  4416. explosionShielding = 6;
  4417. material = -1;
  4418. minimalHit = 0.01;
  4419. name = "spine2";
  4420. passThrough = 0.8;
  4421. radius = 0.18;
  4422. visual = "injury_body";
  4423. };
  4424. class HitChest: HitDiaphragm
  4425. {
  4426. armor = 1;
  4427. depends = "0";
  4428. explosionShielding = 6;
  4429. material = -1;
  4430. minimalHit = 0.01;
  4431. name = "spine3";
  4432. passThrough = 0.8;
  4433. radius = 0.18;
  4434. visual = "injury_body";
  4435. };
  4436. class HitBody: HitChest
  4437. {
  4438. armor = 1000;
  4439. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4440. explosionShielding = 6;
  4441. material = -1;
  4442. minimalHit = 0.01;
  4443. name = "body";
  4444. passThrough = 1;
  4445. radius = 0;
  4446. visual = "injury_body";
  4447. };
  4448. class HitArms
  4449. {
  4450. armor = 3;
  4451. depends = "0";
  4452. explosionShielding = 1;
  4453. material = -1;
  4454. minimalHit = 0.01;
  4455. name = "arms";
  4456. passThrough = 1;
  4457. radius = 0.1;
  4458. visual = "injury_hands";
  4459. };
  4460. class HitHands: HitArms
  4461. {
  4462. armor = 3;
  4463. depends = "HitArms";
  4464. explosionShielding = 1;
  4465. material = -1;
  4466. minimalHit = 0.01;
  4467. name = "hands";
  4468. passThrough = 1;
  4469. radius = 0.1;
  4470. visual = "injury_hands";
  4471. };
  4472. class HitLegs
  4473. {
  4474. armor = 3;
  4475. depends = "0";
  4476. explosionShielding = 1;
  4477. material = -1;
  4478. minimalHit = 0.01;
  4479. name = "legs";
  4480. passThrough = 1;
  4481. radius = 0.14;
  4482. visual = "injury_legs";
  4483. };
  4484. class Incapacitated
  4485. {
  4486. armor = 1000;
  4487. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4488. explosionShielding = 1;
  4489. material = -1;
  4490. minimalHit = 0;
  4491. name = "body";
  4492. passThrough = 1;
  4493. radius = 0;
  4494. visual = "";
  4495. };
  4496. };
  4497. };
  4498. class SWOP_Resistance_unif_beigeB_F: O_Soldier_base_F
  4499. {
  4500. htMax = 1800;
  4501. htMin = 60;
  4502. class HitPoints
  4503. {
  4504. class HitFace
  4505. {
  4506. armor = 1;
  4507. explosionShielding = 0.1;
  4508. material = -1;
  4509. minimalHit = 0.01;
  4510. name = "face_hub";
  4511. passThrough = 0.8;
  4512. radius = 0.08;
  4513. };
  4514. class HitNeck: HitFace
  4515. {
  4516. armor = 1;
  4517. explosionShielding = 0.5;
  4518. material = -1;
  4519. minimalHit = 0.01;
  4520. name = "neck";
  4521. passThrough = 0.8;
  4522. radius = 0.1;
  4523. };
  4524. class HitHead: HitNeck
  4525. {
  4526. armor = 1;
  4527. depends = "HitFace max HitNeck";
  4528. explosionShielding = 0.5;
  4529. material = -1;
  4530. minimalHit = 0.01;
  4531. name = "head";
  4532. passThrough = 0.8;
  4533. radius = 0.2;
  4534. };
  4535. class HitPelvis
  4536. {
  4537. armor = 6;
  4538. depends = "0";
  4539. explosionShielding = 1;
  4540. material = -1;
  4541. minimalHit = 0.01;
  4542. name = "pelvis";
  4543. passThrough = 0.8;
  4544. radius = 0.24;
  4545. visual = "injury_body";
  4546. };
  4547. class HitAbdomen: HitPelvis
  4548. {
  4549. armor = 1;
  4550. depends = "0";
  4551. explosionShielding = 1;
  4552. material = -1;
  4553. minimalHit = 0.01;
  4554. name = "spine1";
  4555. passThrough = 0.8;
  4556. radius = 0.16;
  4557. visual = "injury_body";
  4558. };
  4559. class HitDiaphragm: HitAbdomen
  4560. {
  4561. armor = 1;
  4562. depends = "0";
  4563. explosionShielding = 6;
  4564. material = -1;
  4565. minimalHit = 0.01;
  4566. name = "spine2";
  4567. passThrough = 0.8;
  4568. radius = 0.18;
  4569. visual = "injury_body";
  4570. };
  4571. class HitChest: HitDiaphragm
  4572. {
  4573. armor = 1;
  4574. depends = "0";
  4575. explosionShielding = 6;
  4576. material = -1;
  4577. minimalHit = 0.01;
  4578. name = "spine3";
  4579. passThrough = 0.8;
  4580. radius = 0.18;
  4581. visual = "injury_body";
  4582. };
  4583. class HitBody: HitChest
  4584. {
  4585. armor = 1000;
  4586. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4587. explosionShielding = 6;
  4588. material = -1;
  4589. minimalHit = 0.01;
  4590. name = "body";
  4591. passThrough = 1;
  4592. radius = 0;
  4593. visual = "injury_body";
  4594. };
  4595. class HitArms
  4596. {
  4597. armor = 3;
  4598. depends = "0";
  4599. explosionShielding = 1;
  4600. material = -1;
  4601. minimalHit = 0.01;
  4602. name = "arms";
  4603. passThrough = 1;
  4604. radius = 0.1;
  4605. visual = "injury_hands";
  4606. };
  4607. class HitHands: HitArms
  4608. {
  4609. armor = 3;
  4610. depends = "HitArms";
  4611. explosionShielding = 1;
  4612. material = -1;
  4613. minimalHit = 0.01;
  4614. name = "hands";
  4615. passThrough = 1;
  4616. radius = 0.1;
  4617. visual = "injury_hands";
  4618. };
  4619. class HitLegs
  4620. {
  4621. armor = 3;
  4622. depends = "0";
  4623. explosionShielding = 1;
  4624. material = -1;
  4625. minimalHit = 0.01;
  4626. name = "legs";
  4627. passThrough = 1;
  4628. radius = 0.14;
  4629. visual = "injury_legs";
  4630. };
  4631. class Incapacitated
  4632. {
  4633. armor = 1000;
  4634. depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4635. explosionShielding = 1;
  4636. material = -1;
  4637. minimalHit = 0;
  4638. name = "body";
  4639. passThrough = 1;
  4640. radius = 0;
  4641. visual = "";
  4642. };
  4643. };
  4644. };
  4645. ///Infantry///
  4646. class macro_new_uniform_skin_class(501_inf,recruit): B_Soldier_f
  4647. {
  4648. author = "RD501";
  4649. scope = 1;
  4650. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4651. nakedUniform = "U_BasicBody";
  4652. hiddenSelections[] = {"Camo1","Camo2"};
  4653. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\recruit_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\recruit_armor_lower.paa};
  4654. hiddenSelectionsMaterials[]=
  4655. {
  4656. "MRC\JLTS\characters\CloneArmor\data\clone_armor1_clean.rvmat",
  4657. "MRC\JLTS\characters\CloneArmor\data\clone_armor2_clean.rvmat"
  4658. };
  4659. uniformClass= macro_new_uniform_class(501_inf,recruit);
  4660. class HitPoints: HitPoints
  4661. {
  4662. class HitFace
  4663. {
  4664. armor=1;
  4665. material=-1;
  4666. name="face_hub";
  4667. passThrough=0.80000001;
  4668. radius=0.079999998;
  4669. explosionShielding=0.1;
  4670. minimalHit=0.0099999998;
  4671. };
  4672. class HitNeck: HitFace
  4673. {
  4674. armor=1;
  4675. material=-1;
  4676. name="neck";
  4677. passThrough=0.80000001;
  4678. radius=0.1;
  4679. explosionShielding=0.5;
  4680. minimalHit=0.0099999998;
  4681. };
  4682. class HitHead: HitNeck
  4683. {
  4684. armor=1;
  4685. material=-1;
  4686. name="head";
  4687. passThrough=0.80000001;
  4688. radius=0.2;
  4689. explosionShielding=0.5;
  4690. minimalHit=0.0099999998;
  4691. depends="HitFace max HitNeck";
  4692. };
  4693. class HitPelvis: HitHead
  4694. {
  4695. armor=8;
  4696. material=-1;
  4697. name="pelvis";
  4698. passThrough=0.80000001;
  4699. radius=0.23999999;
  4700. explosionShielding=3;
  4701. visual="injury_body";
  4702. minimalHit=0.0099999998;
  4703. depends="";
  4704. };
  4705. class HitAbdomen: HitPelvis
  4706. {
  4707. armor=6;
  4708. material=-1;
  4709. name="spine1";
  4710. passThrough=0.80000001;
  4711. radius=0.16;
  4712. explosionShielding=3;
  4713. visual="injury_body";
  4714. minimalHit=0.0099999998;
  4715. };
  4716. class HitDiaphragm: HitAbdomen
  4717. {
  4718. armor=6;
  4719. material=-1;
  4720. name="spine2";
  4721. passThrough=0.33000001;
  4722. radius=0.18000001;
  4723. explosionShielding=6;
  4724. visual="injury_body";
  4725. minimalHit=0.0099999998;
  4726. };
  4727. class HitChest: HitDiaphragm
  4728. {
  4729. armor=8;
  4730. material=-1;
  4731. name="spine3";
  4732. passThrough="0.33000001radius = 0.18";
  4733. explosionShielding=6;
  4734. visual="injury_body";
  4735. minimalHit=0.0099999998;
  4736. };
  4737. class HitBody: HitChest
  4738. {
  4739. armor=1000;
  4740. material=-1;
  4741. name="body";
  4742. passThrough=1;
  4743. radius=0;
  4744. explosionShielding=6;
  4745. visual="injury_body";
  4746. minimalHit=0.0099999998;
  4747. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  4748. };
  4749. class HitArms: HitBody
  4750. {
  4751. armor=6;
  4752. material=-1;
  4753. name="arms";
  4754. passThrough=1;
  4755. radius=0.1;
  4756. explosionShielding=3;
  4757. visual="injury_hands";
  4758. minimalHit=0.0099999998;
  4759. depends="0";
  4760. };
  4761. class HitHands: HitArms
  4762. {
  4763. armor=6;
  4764. material=-1;
  4765. name="hands";
  4766. passThrough=1;
  4767. radius=0.1;
  4768. explosionShielding=1;
  4769. visual="injury_hands";
  4770. minimalHit=0.0099999998;
  4771. depends="HitArms";
  4772. };
  4773. class HitLegs: HitHands
  4774. {
  4775. armor=6;
  4776. material=-1;
  4777. name="legs";
  4778. passThrough=1;
  4779. radius=0.14;
  4780. explosionShielding=3;
  4781. visual="injury_legs";
  4782. minimalHit=0.0099999998;
  4783. depends="0";
  4784. };
  4785. class Incapacitated: HitLegs
  4786. {
  4787. armor=1000;
  4788. material=-1;
  4789. name="body";
  4790. passThrough=1;
  4791. radius=0;
  4792. explosionShielding=3;
  4793. visual="";
  4794. minimalHit=0;
  4795. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  4796. };
  4797. class HitLeftArm
  4798. {
  4799. armor=6;
  4800. material=-1;
  4801. name="hand_l";
  4802. passThrough=1;
  4803. radius=0.079999998;
  4804. explosionShielding=3;
  4805. visual="injury_hands";
  4806. minimalHit=0.0099999998;
  4807. };
  4808. class HitRightArm: HitLeftArm
  4809. {
  4810. name="hand_r";
  4811. };
  4812. class HitLeftLeg
  4813. {
  4814. armor=6;
  4815. material=-1;
  4816. name="leg_l";
  4817. passThrough=1;
  4818. radius=0.1;
  4819. explosionShielding=3;
  4820. visual="injury_legs";
  4821. minimalHit=0.0099999998;
  4822. };
  4823. class HitRightLeg: HitLeftLeg
  4824. {
  4825. name="leg_r";
  4826. };
  4827. };
  4828. armor=2;
  4829. armorStructural=4;
  4830. explosionShielding=0.40000001;
  4831. minTotalDamageThreshold=0.001;
  4832. impactDamageMultiplier=0.5;
  4833. };
  4834. class macro_new_uniform_skin_class(501_inf,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4835. {
  4836. author = "RD501";
  4837. scope = 1;
  4838. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4839. nakedUniform = "U_BasicBody";
  4840. hiddenSelections[] = {"Camo1","Camo2"};
  4841. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_Armor_Upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4842. };
  4843. class macro_new_uniform_skin_class(501_inf_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4844. {
  4845. author = "RD501";
  4846. scope = 1;
  4847. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4848. nakedUniform = "U_BasicBody";
  4849. hiddenSelections[] = {"Camo1","Camo2"};
  4850. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4851. };
  4852. class macro_new_uniform_skin_class(501_inf_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4853. {
  4854. author = "RD501";
  4855. scope = 1;
  4856. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4857. nakedUniform = "U_BasicBody";
  4858. hiddenSelections[] = {"Camo1","Camo2"};
  4859. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\Cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\Cadet_armor_lower.paa};
  4860. };
  4861. class macro_new_uniform_skin_class(501_inf,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4862. {
  4863. author = "RD501";
  4864. scope = 1;
  4865. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4866. nakedUniform = "U_BasicBody";
  4867. hiddenSelections[] = {"Camo1","Camo2"};
  4868. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4869. };
  4870. class macro_new_uniform_skin_class(501_inf_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4871. {
  4872. author = "RD501";
  4873. scope = 1;
  4874. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4875. nakedUniform = "U_BasicBody";
  4876. hiddenSelections[] = {"Camo1","Camo2"};
  4877. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4878. };
  4879. class macro_new_uniform_skin_class(501_inf_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4880. {
  4881. author = "RD501";
  4882. scope = 1;
  4883. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4884. nakedUniform = "U_BasicBody";
  4885. hiddenSelections[] = {"Camo1","Camo2"};
  4886. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\trooper_armor_lower.paa};
  4887. };
  4888. class macro_new_uniform_skin_class(501_inf,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4889. {
  4890. author = "RD501";
  4891. scope = 1;
  4892. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4893. nakedUniform = "U_BasicBody";
  4894. hiddenSelections[] = {"Camo1","Camo2"};
  4895. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4896. };
  4897. class macro_new_uniform_skin_class(501_inf_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4898. {
  4899. author = "RD501";
  4900. scope = 1;
  4901. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4902. nakedUniform = "U_BasicBody";
  4903. hiddenSelections[] = {"Camo1","Camo2"};
  4904. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4905. };
  4906. class macro_new_uniform_skin_class(501_inf_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  4907. {
  4908. author = "RD501";
  4909. scope = 1;
  4910. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4911. nakedUniform = "U_BasicBody";
  4912. hiddenSelections[] = {"Camo1","Camo2"};
  4913. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\strooper_armor_lower.paa};
  4914. };
  4915. class macro_new_uniform_skin_class(501_inf,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4916. {
  4917. author = "RD501";
  4918. scope = 1;
  4919. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4920. nakedUniform = "U_BasicBody";
  4921. hiddenSelections[] = {"Camo1","Camo2"};
  4922. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4923. };
  4924. class macro_new_uniform_skin_class(501_inf_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4925. {
  4926. author = "RD501";
  4927. scope = 1;
  4928. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4929. nakedUniform = "U_BasicBody";
  4930. hiddenSelections[] = {"Camo1","Camo2"};
  4931. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4932. };
  4933. class macro_new_uniform_skin_class(501_inf_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  4934. {
  4935. author = "RD501";
  4936. scope = 1;
  4937. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4938. nakedUniform = "U_BasicBody";
  4939. hiddenSelections[] = {"Camo1","Camo2"};
  4940. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\vtrooper_armor_lower.paa};
  4941. };
  4942. class macro_new_uniform_skin_class(501_inf,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4943. {
  4944. author = "RD501";
  4945. scope = 1;
  4946. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4947. nakedUniform = "U_BasicBody";
  4948. hiddenSelections[] = {"Camo1","Camo2"};
  4949. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4950. };
  4951. class macro_new_uniform_skin_class(501_inf_medic,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4952. {
  4953. author = "RD501";
  4954. scope = 1;
  4955. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4956. nakedUniform = "U_BasicBody";
  4957. hiddenSelections[] = {"Camo1","Camo2"};
  4958. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4959. };
  4960. class macro_new_uniform_skin_class(501_inf_rto,nco): macro_new_uniform_skin_class(501_inf,recruit)
  4961. {
  4962. author = "RD501";
  4963. scope = 1;
  4964. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4965. nakedUniform = "U_BasicBody";
  4966. hiddenSelections[] = {"Camo1","Camo2"};
  4967. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\Infantry\nco_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\Infantry\nco_armor_lower.paa};
  4968. };
  4969. ///Airborne///
  4970. class macro_new_uniform_skin_class(501_ab,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4971. {
  4972. author = "RD501";
  4973. scope = 1;
  4974. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4975. nakedUniform = "U_BasicBody";
  4976. hiddenSelections[] = {"Camo1","Camo2"};
  4977. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4978. };
  4979. class macro_new_uniform_skin_class(501_ab_medic,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4980. {
  4981. author = "RD501";
  4982. scope = 1;
  4983. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4984. nakedUniform = "U_BasicBody";
  4985. hiddenSelections[] = {"Camo1","Camo2"};
  4986. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4987. };
  4988. class macro_new_uniform_skin_class(501_ab_rto,cadet): macro_new_uniform_skin_class(501_inf,recruit)
  4989. {
  4990. author = "RD501";
  4991. scope = 1;
  4992. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  4993. nakedUniform = "U_BasicBody";
  4994. hiddenSelections[] = {"Camo1","Camo2"};
  4995. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cadet_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cadet_armor_lower.paa};
  4996. };
  4997. class macro_new_uniform_skin_class(501_ab,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  4998. {
  4999. author = "RD501";
  5000. scope = 1;
  5001. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5002. nakedUniform = "U_BasicBody";
  5003. hiddenSelections[] = {"Camo1","Camo2"};
  5004. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5005. };
  5006. class macro_new_uniform_skin_class(501_ab_medic,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5007. {
  5008. author = "RD501";
  5009. scope = 1;
  5010. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5011. nakedUniform = "U_BasicBody";
  5012. hiddenSelections[] = {"Camo1","Camo2"};
  5013. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5014. };
  5015. class macro_new_uniform_skin_class(501_ab_rto,trooper): macro_new_uniform_skin_class(501_inf,recruit)
  5016. {
  5017. author = "RD501";
  5018. scope = 1;
  5019. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5020. nakedUniform = "U_BasicBody";
  5021. hiddenSelections[] = {"Camo1","Camo2"};
  5022. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_trooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_trooper_armor_lower.paa};
  5023. };
  5024. class macro_new_uniform_skin_class(501_ab,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5025. {
  5026. author = "RD501";
  5027. scope = 1;
  5028. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5029. nakedUniform = "U_BasicBody";
  5030. hiddenSelections[] = {"Camo1","Camo2"};
  5031. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5032. };
  5033. class macro_new_uniform_skin_class(501_ab_medic,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5034. {
  5035. author = "RD501";
  5036. scope = 1;
  5037. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5038. nakedUniform = "U_BasicBody";
  5039. hiddenSelections[] = {"Camo1","Camo2"};
  5040. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5041. };
  5042. class macro_new_uniform_skin_class(501_ab_rto,strooper): macro_new_uniform_skin_class(501_inf,recruit)
  5043. {
  5044. author = "RD501";
  5045. scope = 1;
  5046. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5047. nakedUniform = "U_BasicBody";
  5048. hiddenSelections[] = {"Camo1","Camo2"};
  5049. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_strooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_strooper_armor_lower.paa};
  5050. };
  5051. class macro_new_uniform_skin_class(501_ab,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5052. {
  5053. author = "RD501";
  5054. scope = 1;
  5055. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5056. nakedUniform = "U_BasicBody";
  5057. hiddenSelections[] = {"Camo1","Camo2"};
  5058. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5059. };
  5060. class macro_new_uniform_skin_class(501_ab_medic,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5061. {
  5062. author = "RD501";
  5063. scope = 1;
  5064. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5065. nakedUniform = "U_BasicBody";
  5066. hiddenSelections[] = {"Camo1","Camo2"};
  5067. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5068. };
  5069. class macro_new_uniform_skin_class(501_ab_rto,vtrooper): macro_new_uniform_skin_class(501_inf,recruit)
  5070. {
  5071. author = "RD501";
  5072. scope = 1;
  5073. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5074. nakedUniform = "U_BasicBody";
  5075. hiddenSelections[] = {"Camo1","Camo2"};
  5076. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_vtrooper_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_vtrooper_armor_lower.paa};
  5077. };
  5078. class macro_new_uniform_skin_class(501_ab,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5079. {
  5080. author = "RD501";
  5081. scope = 1;
  5082. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5083. nakedUniform = "U_BasicBody";
  5084. hiddenSelections[] = {"Camo1","Camo2"};
  5085. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5086. };
  5087. class macro_new_uniform_skin_class(501_ab_medic,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5088. {
  5089. author = "RD501";
  5090. scope = 1;
  5091. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5092. nakedUniform = "U_BasicBody";
  5093. hiddenSelections[] = {"Camo1","Camo2"};
  5094. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5095. };
  5096. class macro_new_uniform_skin_class(501_ab_rto,cpl): macro_new_uniform_skin_class(501_inf,recruit)
  5097. {
  5098. author = "RD501";
  5099. scope = 1;
  5100. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5101. nakedUniform = "U_BasicBody";
  5102. hiddenSelections[] = {"Camo1","Camo2"};
  5103. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cpl_armor_lower.paa};
  5104. };
  5105. class macro_new_uniform_skin_class(501_ab,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5106. {
  5107. author = "RD501";
  5108. scope = 1;
  5109. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5110. nakedUniform = "U_BasicBody";
  5111. hiddenSelections[] = {"Camo1","Camo2"};
  5112. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5113. };
  5114. class macro_new_uniform_skin_class(501_ab_medic,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5115. {
  5116. author = "RD501";
  5117. scope = 1;
  5118. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5119. nakedUniform = "U_BasicBody";
  5120. hiddenSelections[] = {"Camo1","Camo2"};
  5121. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5122. };
  5123. class macro_new_uniform_skin_class(501_ab_rto,scpl): macro_new_uniform_skin_class(501_inf,recruit)
  5124. {
  5125. author = "RD501";
  5126. scope = 1;
  5127. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5128. nakedUniform = "U_BasicBody";
  5129. hiddenSelections[] = {"Camo1","Camo2"};
  5130. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scpl_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scpl_armor_lower.paa};
  5131. };
  5132. class macro_new_uniform_skin_class(501_ab,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5133. {
  5134. author = "RD501";
  5135. scope = 1;
  5136. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5137. nakedUniform = "U_BasicBody";
  5138. hiddenSelections[] = {"Camo1","Camo2"};
  5139. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5140. };
  5141. class macro_new_uniform_skin_class(501_ab_medic,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5142. {
  5143. author = "RD501";
  5144. scope = 1;
  5145. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5146. nakedUniform = "U_BasicBody";
  5147. hiddenSelections[] = {"Camo1","Camo2"};
  5148. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5149. };
  5150. class macro_new_uniform_skin_class(501_ab_rto,cs): macro_new_uniform_skin_class(501_inf,recruit)
  5151. {
  5152. author = "RD501";
  5153. scope = 1;
  5154. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5155. nakedUniform = "U_BasicBody";
  5156. hiddenSelections[] = {"Camo1","Camo2"};
  5157. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_cs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_cs_armor_lower.paa};
  5158. };
  5159. class macro_new_uniform_skin_class(501_ab,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5160. {
  5161. author = "RD501";
  5162. scope = 1;
  5163. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5164. nakedUniform = "U_BasicBody";
  5165. hiddenSelections[] = {"Camo1","Camo2"};
  5166. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5167. };
  5168. class macro_new_uniform_skin_class(501_ab_medic,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5169. {
  5170. author = "RD501";
  5171. scope = 1;
  5172. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5173. nakedUniform = "U_BasicBody";
  5174. hiddenSelections[] = {"Camo1","Camo2"};
  5175. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_medic_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5176. };
  5177. class macro_new_uniform_skin_class(501_ab_rto,scs): macro_new_uniform_skin_class(501_inf,recruit)
  5178. {
  5179. author = "RD501";
  5180. scope = 1;
  5181. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5182. nakedUniform = "U_BasicBody";
  5183. hiddenSelections[] = {"Camo1","Camo2"};
  5184. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_scs_rto_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_scs_armor_lower.paa};
  5185. };
  5186. class macro_new_uniform_skin_class(501_ab,csm): macro_new_uniform_skin_class(501_inf,recruit)
  5187. {
  5188. author = "RD501";
  5189. scope = 1;
  5190. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5191. nakedUniform = "U_BasicBody";
  5192. hiddenSelections[] = {"Camo1","Camo2"};
  5193. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\AB\ab_csm_armor_upper.paa,TEXTUREPATH\Republic\clones\AB\ab_csm_armor_lower.paa};
  5194. };
  5195. //
  5196. class macro_new_uniform_skin_class(501_avi,cxc): macro_new_uniform_skin_class(501_inf,recruit)
  5197. {
  5198. author = "RD501";
  5199. scope = 2;
  5200. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5201. nakedUniform = "U_BasicBody";
  5202. hiddenSelections[] = {"Camo1","Camo2"};
  5203. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxc_armor_lower.paa};
  5204. };
  5205. class macro_new_uniform_skin_class(501_avi,scxc): macro_new_uniform_skin_class(501_inf,recruit)
  5206. {
  5207. author = "RD501";
  5208. scope = 2;
  5209. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5210. nakedUniform = "U_BasicBody";
  5211. hiddenSelections[] = {"Camo1","Camo2"};
  5212. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxcs_armor_lower.paa};
  5213. };
  5214. class macro_new_uniform_skin_class(501_avi,cxx): macro_new_uniform_skin_class(501_inf,recruit)
  5215. {
  5216. author = "RD501";
  5217. scope = 2;
  5218. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5219. nakedUniform = "U_BasicBody";
  5220. hiddenSelections[] = {"Camo1","Camo2"};
  5221. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxx_armor_lower.paa};
  5222. };
  5223. class macro_new_uniform_skin_class(501_avi,scxx): macro_new_uniform_skin_class(501_inf,recruit)
  5224. {
  5225. author = "RD501";
  5226. scope = 2;
  5227. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5228. nakedUniform = "U_BasicBody";
  5229. hiddenSelections[] = {"Camo1","Camo2"};
  5230. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxxs_armor_lower.paa};
  5231. };
  5232. class macro_new_uniform_skin_class(501_avi,cxp): macro_new_uniform_skin_class(501_inf,recruit)
  5233. {
  5234. author = "RD501";
  5235. scope = 2;
  5236. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5237. nakedUniform = "U_BasicBody";
  5238. hiddenSelections[] = {"Camo1","Camo2"};
  5239. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxp_armor_lower.paa};
  5240. };
  5241. class macro_new_uniform_skin_class(501_avi,cxs): macro_new_uniform_skin_class(501_inf,recruit)
  5242. {
  5243. author = "RD501";
  5244. scope = 2;
  5245. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5246. nakedUniform = "U_BasicBody";
  5247. hiddenSelections[] = {"Camo1","Camo2"};
  5248. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cxs_armor_lower.paa};
  5249. };
  5250. class macro_new_uniform_skin_class(501_avi,cx1): macro_new_uniform_skin_class(501_inf,recruit)
  5251. {
  5252. author = "RD501";
  5253. scope = 2;
  5254. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5255. nakedUniform = "U_BasicBody";
  5256. hiddenSelections[] = {"Camo1","Camo2"};
  5257. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx1_armor_lower.paa};
  5258. };
  5259. class macro_new_uniform_skin_class(501_avi,cx2): macro_new_uniform_skin_class(501_inf,recruit)
  5260. {
  5261. author = "RD501";
  5262. scope = 2;
  5263. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5264. nakedUniform = "U_BasicBody";
  5265. hiddenSelections[] = {"Camo1","Camo2"};
  5266. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx2_armor_lower.paa};
  5267. };
  5268. class macro_new_uniform_skin_class(501_avi,cx3): macro_new_uniform_skin_class(501_inf,recruit)
  5269. {
  5270. author = "RD501";
  5271. scope = 2;
  5272. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5273. nakedUniform = "U_BasicBody";
  5274. hiddenSelections[] = {"Camo1","Camo2"};
  5275. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_upper.paa,TEXTUREPATH\Republic\clones\avi\pilot_cx_armor_lower.paa};
  5276. };
  5277. //
  5278. class macro_new_uniform_skin_class(empire_rg,boi): macro_new_uniform_skin_class(501_inf,recruit)
  5279. {
  5280. author = "RD501";
  5281. scope = 2;
  5282. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5283. nakedUniform = "U_BasicBody";
  5284. hiddenSelections[] = {"Camo1","Camo2"};
  5285. hiddenSelectionsTextures[] = {TEXTUREPATH\gcw\empire\rg\rg_armour_upper.paa,TEXTUREPATH\gcw\empire\rg\rg_armour_lower.paa};
  5286. };
  5287. //
  5288. class macro_new_uniform_skin_class(501_arc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5289. {
  5290. author = "RD501";
  5291. scope = 2;
  5292. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5293. nakedUniform = "U_BasicBody";
  5294. hiddenSelections[] = {"Camo1","Camo2"};
  5295. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper_01.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5296. };
  5297. class macro_new_uniform_skin_class(501_arc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5298. {
  5299. author = "RD501";
  5300. scope = 2;
  5301. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5302. nakedUniform = "U_BasicBody";
  5303. hiddenSelections[] = {"Camo1","Camo2"};
  5304. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\arc\arc_armour_upper.paa,TEXTUREPATH\Republic\clones\arc\arc_armour_lower.paa};
  5305. };
  5306. //
  5307. class macro_new_uniform_skin_class(501_utc,01): macro_new_uniform_skin_class(501_inf,recruit)
  5308. {
  5309. author = "RD501";
  5310. scope = 2;
  5311. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5312. nakedUniform = "U_BasicBody";
  5313. hiddenSelections[] = {"Camo1","Camo2"};
  5314. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_blue_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5315. };
  5316. class macro_new_uniform_skin_class(501_utc,02): macro_new_uniform_skin_class(501_inf,recruit)
  5317. {
  5318. author = "RD501";
  5319. scope = 2;
  5320. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5321. nakedUniform = "U_BasicBody";
  5322. hiddenSelections[] = {"Camo1","Camo2"};
  5323. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_green_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5324. };
  5325. class macro_new_uniform_skin_class(501_utc,03): macro_new_uniform_skin_class(501_inf,recruit)
  5326. {
  5327. author = "RD501";
  5328. scope = 2;
  5329. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5330. nakedUniform = "U_BasicBody";
  5331. hiddenSelections[] = {"Camo1","Camo2"};
  5332. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_indigo_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5333. };
  5334. class macro_new_uniform_skin_class(501_utc,04): macro_new_uniform_skin_class(501_inf,recruit)
  5335. {
  5336. author = "RD501";
  5337. scope = 2;
  5338. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5339. nakedUniform = "U_BasicBody";
  5340. hiddenSelections[] = {"Camo1","Camo2"};
  5341. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_orange_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5342. };
  5343. class macro_new_uniform_skin_class(501_utc,05): macro_new_uniform_skin_class(501_inf,recruit)
  5344. {
  5345. author = "RD501";
  5346. scope = 2;
  5347. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5348. nakedUniform = "U_BasicBody";
  5349. hiddenSelections[] = {"Camo1","Camo2"};
  5350. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_pink_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5351. };
  5352. class macro_new_uniform_skin_class(501_utc,06): macro_new_uniform_skin_class(501_inf,recruit)
  5353. {
  5354. author = "RD501";
  5355. scope = 2;
  5356. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5357. nakedUniform = "U_BasicBody";
  5358. hiddenSelections[] = {"Camo1","Camo2"};
  5359. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_red_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5360. };
  5361. class macro_new_uniform_skin_class(501_utc,07): macro_new_uniform_skin_class(501_inf,recruit)
  5362. {
  5363. author = "RD501";
  5364. scope = 2;
  5365. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5366. nakedUniform = "U_BasicBody";
  5367. hiddenSelections[] = {"Camo1","Camo2"};
  5368. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_violet_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5369. };
  5370. class macro_new_uniform_skin_class(501_utc,08): macro_new_uniform_skin_class(501_inf,recruit)
  5371. {
  5372. author = "RD501";
  5373. scope = 2;
  5374. model = "\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d";
  5375. nakedUniform = "U_BasicBody";
  5376. hiddenSelections[] = {"Camo1","Camo2"};
  5377. hiddenSelectionsTextures[] = {TEXTUREPATH\Republic\clones\utc\utc_yellow_6_armor_upper.paa,TEXTUREPATH\Republic\clones\utc\utc_armor_lower.paa};
  5378. };
  5379. //Squad Specific Senior Trooper
  5380. 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 }; };
  5381. 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 }; };
  5382. 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 }; };
  5383. //Squad Specific Veteran Trooper
  5384. 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 }; };
  5385. 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 }; };
  5386. 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
  5387. // {
  5388. // class HitPoints : HitPoints
  5389. // {
  5390. // class HitAbdomen:HitAbdomen
  5391. // {
  5392. // armor = 16;
  5393. // passThrough = 0.6;
  5394. // };
  5395. // class HitArms:HitArms
  5396. // {
  5397. // armor = 16;
  5398. // passThrough = 0.6;
  5399. // };
  5400. // class HitBody:HitBody
  5401. // {
  5402. // armor = 32;
  5403. // passThrough = 0.6;
  5404. // };
  5405. // class HitChest:HitChest
  5406. // {
  5407. // armor = 32;
  5408. // passThrough = 0.6;
  5409. // };
  5410. // class HitDiaphragm:HitDiaphragm
  5411. // {
  5412. // armor = 32;
  5413. // passThrough = 0.6;
  5414. // };
  5415. // class HitNeck:HitNeck
  5416. // {
  5417. // armor = 8;
  5418. // passThrough = 0.6;
  5419. // };
  5420. // class HitPelvis:HitPelvis
  5421. // {
  5422. // armor = 16;
  5423. // passThrough = 0.6;
  5424. // };
  5425. // };
  5426. // };
  5427. };