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superdude22

How can I disable slx in addons?

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So i recently downloaded some unit addons that require slx, what im trying to do is disable the need for slx to be used so i can use the units without any other mods needed for them to work, here is the config.cpp, can anyone tell me what should be deleted so it'll work?

 

// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot        0// dummy weapons
#define WeaponSlotPrimary    1// primary weapons
#define WeaponSlotSecondary    16// secondary weapons
#define WeaponSlotItem        256// items
#define WeaponSlotBinocular    4096// binocular
#define WeaponHardMounted    65536

class CfgAddons
{
    class PreloadBanks
    {
        class SLX
        {
            list[]={"SLX_GL3\","SLX_GL3\sounds\supersonic_bullet\","SLX_Wounds\"};
        };
    };
    class PreloadAddons
    {
        class SLX
        {
            list[]={"SLX_GL3","SLX_Wounds","SLX_Melee"};
        };
    };
};

class CfgPatches
{
    class AIA_Korea
    {
        units[] =
        {
            PVA_XF_Rifle,
            PVA_XF_MG,
            PVA_XF_SMG,
            PVA_XF_Sniper,
            PVA_XF_Medic,
            PVA_XF_Flag,
            PVA_XF_Officer,
            PVA_XF_Commander,
            PVA_XF_General,
            PVA_XF_Translator,
            PVA_DZ_Rifle,
            PVA_DZ_MG,
            PVA_DZ_SMG,
            PVA_DZ_Sniper,
            PVA_DZ_Medic,
            PVA_DZ_Flag,
            PVA_DZ_Officer,
            PVA_DZ_Translator,
            KPA_XF_Rifle,
            KPA_XF_MG,
            KPA_XF_SMG,
            KPA_XF_Sniper,
            KPA_XF_Medic,
            KPA_XF_Flag,
            KPA_XF_Officer,
            KPA_XF_Commander,
            KPA_XF_General,
            KPA_XF_Translator,
            KPA_DZ_Rifle,
            KPA_DZ_MG,
            KPA_DZ_SMG,
            KPA_DZ_Sniper,
            KPA_DZ_Medic,
            KPA_DZ_Flag,
            KPA_DZ_Officer,
            KPA_DZ_Translator,
            RKA_XF_Rifle,
            RKA_XF_MG,
            RKA_XF_SMG,
            RKA_XF_Sniper,
            RKA_XF_Medic,
            RKA_XF_Flag,
            RKA_XF_Officer,
            RKA_XF_Commander,
            RKA_XF_General,
            RKA_XF_Translator,
            RKA_DZ_Rifle,
            RKA_DZ_MG,
            RKA_DZ_SMG,
            RKA_DZ_Sniper,
            RKA_DZ_Medic,
            RKA_DZ_Flag,
            RKA_DZ_Officer,
            RKA_XF_Translator
        };
        weapons[] = {};
        requiredVersion = 1.75;
    };
};

class CfgModels
{
         class Default {};
          class man: default{};
          class KPA_inf: man
    {
        sections[]={"badge","bayonet","furcap","hat","helmet","peak","belt","lbelt","pbelt","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","gear","straps","glasses","medic","zuoling","youling","rank","pack","patch","xiongzhang"};
        sectionsInherit="Man";
    };
          class KPA_infC: KPA_inf {};
          class KPA_off: KPA_inf {};
          class KPA_gen: KPA_inf {};
          class PVA_gen: KPA_inf {};
          class RKA_inf: KPA_inf {};
          class RKA_infC: KPA_inf {};
          class RKA_off: KPA_inf {};
          class RKA_gen: KPA_inf {};
};

class CfgWeapons
{
    class Default { };
    class MGun: Default { };
    class Riffle: MGun { };
    class StrokeFist:Default {};
    class StrokeGun:StrokeFist {};

    class PVAFlag: Riffle
    {
        model="\AIA_Korea\PVAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="PVA Flag";
        magazines[]={"strokegun"};
    };

    class KPAFlag: Riffle
    {
        model="\AIA_Korea\KPAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="KPA Flag";
        magazines[]={"strokegun"};
    };

    class RKAFlag: Riffle
    {
        model="\AIA_Korea\RKAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="RKA Flag";
        magazines[]={"strokegun"};
    };
};

class CfgVehicles
{
    class All{};
    class AllVehicles: All
    {
        class EventHandlers
        {
            Init="_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };
    class Land : AllVehicles{};
    class Man : Land{};
    class Soldier : Man{};
    class SoldierWB : Soldier{};
    class SoldierGB : Soldier{};
    class SoldierEB : Soldier{};

    class PVA_XF_Rifle : SoldierGB
    {
        displayName="Rifleman(PVA Summer)";
            vehicleclass="AIA: (MEN) Chinese Volunteer Army";   
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","sign","broad","saber"};
        weapons[]={UP_SVTN,Put,UP_Throw};
        magazines[]={UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,Sthg24,Sthg24};

        wounds[]= {
        "\AIA_China\Dat1.paa","\AIA_China\b_dat1.paa",
        "\AIA_China\Dat2.paa","\AIA_China\b_dat2.paa",
        "\AIA_China\Dat3.paa","\AIA_China\b_dat3.paa",
        "\AIA_China\Dat4.paa","\AIA_China\b_dat4.paa",
        "\AIA_China\Dat5.paa","\AIA_China\b_dat5.paa",

        "\AIA_Korea\Jak1.paa","\AIA_Korea\b_jak1.paa",
        "\AIA_Korea\Jak2.paa","\AIA_Korea\b_jak2.paa",
        "\AIA_Korea\Jak3.paa","\AIA_Korea\b_jak3.paa",
        "\AIA_Korea\Jak4.paa","\AIA_Korea\b_jak4.paa",
        "\AIA_Korea\Jak5.paa","\AIA_Korea\b_jak5.paa"
        };

        hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1};
        hitSound6[]={\AIA_China\Pain\Pain11.wav,db10,1};
        hitSound7[]={\AIA_China\Pain\Pain12.wav,db10,1};
        hitSound8[]={\AIA_China\Pain\Pain13.wav,db10,1};
        hitSound9[]={\AIA_China\Pain\Pain14.wav,db10,1};
        hitSound10[]={\AIA_China\Pain\Pain15.wav,db10,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge20.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class PVA_XF_MG : PVA_XF_Rifle
    {
        displayName="MachineGunner(PVA Summer)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_DP27,Put,UP_Throw};
        magazines[]={UP_DP27mag,UP_DP27mag,UP_DP27mag,Sthg24,Sthg24};
    };

    class PVA_XF_SMG : PVA_XF_MG
    {
        displayName="SMG Man(PVA Summer)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_PPS43,Put,UP_Throw};
        magazines[]={UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,Sthg24,Sthg24};
    };

    class PVA_XF_Medic : PVA_XF_Rifle
    {
        displayName="Medic(PVA Summer)";
        picture="\misc\medik.paa";
        nameSound="medic";    
        attendant=1;
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","ybelt","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={Tokarev,Put,UP_Throw};
        magazines[]={TokarevMag,TokarevMag};
    };

    class PVA_XF_Sniper : PVA_XF_Rifle
    {
        displayName="Sniper(PVA Summer)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_SVT,Put,UP_Throw};
        magazines[]={UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,Sthg24,Sthg24};
    };

    class PVA_XF_Flag : PVA_XF_Rifle
    {
        displayName="Flagman(PVA Summer)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","coatwrist","sign","broad","saber"};
        weapons[]={PVAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
    };

    class PVA_XF_Translator : PVA_XF_Rifle
    {
        displayName="Translator(PVA Summer)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","gear","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
    };

    class PVA_XF_Officer : PVA_XF_Rifle
    {
        displayName="Officer(PVA Summer)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","belt","pbelt","ybelt","medic","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","gear","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={Tokarev,Binocular,Put,UP_Throw};
        magazines[]={TokarevMag,TokarevMag,TokarevMag,TokarevMag};
    };

    class PVA_XF_Commander : PVA_XF_Rifle
    {
        displayName="Commander(PVA Summer)";
        nameSound="officer";
        model="\AIA_Korea\PVA_gen.p3d";
        hiddenSelections[]={};
        weapons[]={KEGmakarov,Binocular,Put,UP_Throw};
        magazines[]={KEGmakarovMag,KEGmakarovMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class PVA_XF_General : PVA_XF_Commander
    {
        displayName="General(PVA Summer)";
        nameSound="officer";
        hiddenSelections[]={"HOLSTER"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
    };

    class PVA_DZ_Rifle : PVA_XF_Rifle
    {
        displayName="Rifleman(PVA Winter)";  
        model="\AIA_Korea\KPA_infC.p3d";
        hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","MGbox","mp40pouch"};
        weapons[]={UP_Type38,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24};

        wounds[]= {
        "\AIA_Korea\CoatY1.paa","\AIA_Korea\b_coatY1.paa",
        "\AIA_Korea\CoatY2.paa","\AIA_Korea\b_coatY2.paa",
        "\AIA_Korea\PantsY.paa","\AIA_Korea\b_pantsY.paa"
        };

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class PVA_DZ_MG : PVA_DZ_Rifle
    {
        displayName="MachineGunner(PVA Winter)";   
        nameSound="machinegunner";
        hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","k98pouch","mp40pouch","bayonet","pack"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,Sthg24,Sthg24};
    };

    class PVA_DZ_SMG : PVA_DZ_MG
    {
        displayName="SMG Man(PVA Winter)";
        hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox","bayonet","pack"};
        weapons[]={UP_PPSH41,Put,UP_Throw};
        magazines[]={UP_PPSH41mag,UP_PPSH41mag,UP_PPSH41mag,UP_PPSH41mag,UP_PPSH41mag,UP_PPSH41mag,Sthg24,Sthg24};
    };

    class PVA_DZ_Medic : PVA_DZ_SMG
    {
        displayName="Medic(PVA Winter)";
        picture="\misc\medik.paa";
        nameSound="medic";    
        attendant=1;
        hiddenSelections[]={"badge","rank","helmet","mp40pouch","k98pouch","MGbox","gbag","bayonet","pack"};
        weapons[]={otwM1911A1,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag};
    };

    class PVA_DZ_Sniper : PVA_DZ_Rifle
    {
        displayName="Sniper(PVA Winter)";
        hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","pack"};
        weapons[]={UP_Type97,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24};
    };

    class PVA_DZ_Flag : PVA_DZ_Rifle
    {
        displayName="Flagman(PVA Winter)";
        hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","bayonet"};
        weapons[]={PVAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
    };

    class PVA_DZ_Translator : PVA_DZ_Rifle
    {
        displayName="Translator(PVA Winter)";
        nameSound="officer";
        hiddenSelections[]={"badge","rank","helmet","belt","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","gbag","gear","bayonet","pack"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
    };

    class PVA_DZ_Officer : PVA_DZ_Rifle
    {
        displayName="Officer(PVA Winter)";
        nameSound="officer";
        hiddenSelections[]={"badge","rank","helmet","belt","pbelt","medic","mp40pouch","k98pouch","MGbox","gbag","gear","bayonet","pack"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag};
    };

    class KPA_XF_Rifle : SoldierEB
    {
        displayName="Rifleman(KPA Summer)";
            vehicleclass="AIA: (MEN) North Korea Army";    
        model="\AIA_Korea\KPA_inf.p3d";
        hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","pbelt","ybelt","HOLSTER","medic","mp40pouch","MGbox"};
        weapons[]={UP_SVTN,Put,UP_Throw};
        magazines[]={UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,RUSgrenade1,RUSgrenade1};

        wounds[]= {
        "\AIA_China\Dat1.paa","\AIA_China\b_dat1.paa",
        "\AIA_China\Dat2.paa","\AIA_China\b_dat2.paa",
        "\AIA_China\Dat3.paa","\AIA_China\b_dat3.paa",
        "\AIA_China\Dat4.paa","\AIA_China\b_dat4.paa",
        "\AIA_China\Dat5.paa","\AIA_China\b_dat5.paa",

        "\AIA_Korea\Jak1.paa","\AIA_Korea\b_jak1.paa",
        "\AIA_Korea\Jak2.paa","\AIA_Korea\b_jak2.paa",
        "\AIA_Korea\Jak3.paa","\AIA_Korea\b_jak3.paa",
        "\AIA_Korea\Jak4.paa","\AIA_Korea\b_jak4.paa",
        "\AIA_Korea\Jak5.paa","\AIA_Korea\b_jak5.paa"
        };

        hitSound1[]={\AIA_Korea\pain\pain1.ogg,db+10,1};
        hitSound2[]={\AIA_Korea\pain\pain2.ogg,db+10,1};
        hitSound3[]={\AIA_Korea\pain\pain3.ogg,db+10,1};
        hitSound4[]={\AIA_Korea\pain\pain4.ogg,db+10,1};
        hitSound5[]={\AIA_Korea\pain\pain5.ogg,db+10,1};
        hitSound6[]={\AIA_Korea\pain\pain6.ogg,db+10,1};
        hitSound7[]={\AIA_Korea\pain\pain7.ogg,db+10,1};
        hitSound8[]={\AIA_Korea\pain\pain8.ogg,db+10,1};
        hitSound9[]={\AIA_Korea\pain\pain9.ogg,db+10,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_XF_MG : KPA_XF_Rifle
    {
        displayName="MachineGunner(KPA Summer)"; 
        nameSound="machinegunner";  
        hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","pbelt","ybelt","HOLSTER","medic","mp40pouch","k98pouch","bayonet"};
        weapons[]={UP_DP27,Put,UP_Throw};
        magazines[]={UP_DP27mag,UP_DP27mag,UP_DP27mag,RUSgrenade1,RUSgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_XF_SMG : KPA_XF_MG
    {
        displayName="SMG Man(KPA Summer)";
        hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox","bayonet"};
        weapons[]={UP_PPS43,Put,UP_Throw};
        magazines[]={UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,RUSgrenade1,RUSgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_XF_Medic : KPA_XF_SMG
    {
        displayName="Medic(KPA Summer)";
        picture="\misc\medik.paa";
        nameSound="medic";    
        attendant=1;
        hiddenSelections[]={"zuoling","youling","rank","hat","ybelt","mp40pouch","k98pouch","MGbox","gbag","bayonet"};
        weapons[]={Tokarev,Put,UP_Throw};
        magazines[]={TokarevMag,TokarevMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_XF_Sniper : KPA_XF_Rifle
    {
        displayName="Sniper(KPA Summer)";
        hiddenSelections[]={"zuoling","youling","rank","hat","lbelt","pbelt","ybelt","HOLSTER","medic","mp40pouch","MGbox"};
        weapons[]={UP_SVT,Put,UP_Throw};
        magazines[]={UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,RUSgrenade1,RUSgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank5.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_XF_Flag : KPA_XF_Rifle
    {
        displayName="Flagman(KPA Summer)";
        hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","pbelt","ybelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","bayonet"};
        weapons[]={KPAFlag,Put,UP_Throw};
        magazines[]={strokegun,RUSgrenade1,RUSgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_XF_Translator : KPA_XF_Rifle
    {
        displayName="Translator(KPA Summer)";
        nameSound="officer";
        model="\AIA_Korea\KPA_off.p3d";
        hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","HOLSTER","bayonet"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank7.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_XF_Officer : KPA_XF_Rifle
    {
        displayName="Officer(KPA Summer)";
        nameSound="officer";
        model="\AIA_Korea\KPA_off.p3d";
        hiddenSelections[]={"zuoling","youling","rank","helmet","bayonet"};
        weapons[]={Tokarev,Binocular,Put,UP_Throw};
        magazines[]={TokarevMag,TokarevMag,TokarevMag,TokarevMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank10.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_XF_Commander : KPA_XF_Rifle
    {
        displayName="Commander(KPA Summer)";
        nameSound="officer";
        model="\AIA_Korea\KPA_gen.p3d";
        hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","bayonet","XiongZhang"};
        weapons[]={KEGmakarov,Binocular,Put,UP_Throw};
        magazines[]={KEGmakarovMag,KEGmakarovMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\collar.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\collar.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank13.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_XF_General : KPA_XF_Commander
    {
        displayName="General(KPA Summer)";
        nameSound="officer";
        model="\AIA_Korea\KPA_gen.p3d";
        hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","HOLSTER","bayonet","patch"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\collar.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\collar.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank16.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_DZ_Rifle : KPA_XF_Rifle
    {
        displayName="Rifleman(KPA Winter)";  
        model="\AIA_Korea\KPA_infC.p3d";
        hiddenSelections[]={"rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","pack"};
        weapons[]={UP_MOSIN,Put,UP_Throw};
        magazines[]={UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,RUSgrenade1,RUSgrenade1};

        wounds[]= {
        "\AIA_Korea\CoatY1.paa","\AIA_Korea\b_coatY1.paa",
        "\AIA_Korea\CoatY2.paa","\AIA_Korea\b_coatY2.paa",
        "\AIA_Korea\PantsY.paa","\AIA_Korea\b_pantsY.paa"
        };

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_DZ_MG : KPA_DZ_Rifle
    {
        displayName="MachineGunner(KPA Winter)";  
        nameSound="machinegunner"; 
        hiddenSelections[]={"rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","bayonet","pack"};
        weapons[]={UP_DP27,Put,UP_Throw};
        magazines[]={UP_DP27mag,UP_DP27mag,UP_DP27mag,RUSgrenade1,RUSgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_DZ_SMG : KPA_DZ_MG
    {
        displayName="SMG Man(KPA Winter)";
        hiddenSelections[]={"rank","helmet","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox","bayonet","pack"};
        weapons[]={UP_PPSHA,Put,UP_Throw};
        magazines[]={UP_PPSHAmag,UP_PPSHAmag,UP_PPSHAmag,RUSgrenade1,RUSgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_DZ_Medic : KPA_DZ_SMG
    {
        displayName="Medic(KPA Winter)";
        picture="\misc\medik.paa";
        nameSound="medic";    
        attendant=1;
        hiddenSelections[]={"rank","furcap","mp40pouch","k98pouch","MGbox","gbag","bayonet","pack"};
        weapons[]={Tokarev,Put,UP_Throw};
        magazines[]={TokarevMag,TokarevMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_DZ_Sniper : KPA_DZ_Rifle
    {
        displayName="Sniper(KPA Winter)";
        hiddenSelections[]={"rank","furcap","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","pack"};
        weapons[]={UP_MOSINS,Put,UP_Throw};
        magazines[]={UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,RUSgrenade1,RUSgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank5.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_DZ_Flag : KPA_DZ_Rifle
    {
        displayName="Flagman(KPA Winter)";
        hiddenSelections[]={"rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","bayonet","pack"};
        weapons[]={KPAFlag,Put,UP_Throw};
        magazines[]={strokegun,RUSgrenade1,RUSgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_DZ_Translator : KPA_DZ_Rifle
    {
        displayName="Translator(KPA Winter)";
        nameSound="officer";
        hiddenSelections[]={"rank","helmet","belt","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","gbag","gear","bayonet","pack"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank8.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KPA_DZ_Officer : KPA_DZ_Rifle
    {
        displayName="Officer(KPA Winter)";
        nameSound="officer";
        hiddenSelections[]={"rank","helmet","belt","pbelt","medic","mp40pouch","k98pouch","MGbox","gbag","gear","bayonet","pack"};
        weapons[]={Tokarev,Binocular,Put,UP_Throw};
        magazines[]={TokarevMag,TokarevMag,TokarevMag,TokarevMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank9.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_Rifle : SoldierWB
    {
        displayName="Rifleman(RKA Summer)";
            vehicleclass="AIA: (MEN) South Korea Army";    
        model="\AIA_Korea\RKA_inf.p3d";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","hat","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox"};
        weapons[]={UP_GRAND,Put,UP_Throw};
        magazines[]={UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,USgrenade1,USgrenade1};

        wounds[]= {
        "\AIA_USA\ranger4.paa","\AIA_USA\b_ranger4.paa",
        "\AIA_USA\ranger4b.paa","\AIA_USA\b_ranger4b.paa",
               "\AIA_USA\USinf01.paa","\AIA_USA\b_USinf01.paa"
        };

        hitSound1[]={\AIA_Korea\pain\pain1.ogg,db+10,1};
        hitSound2[]={\AIA_Korea\pain\pain2.ogg,db+10,1};
        hitSound3[]={\AIA_Korea\pain\pain3.ogg,db+10,1};
        hitSound4[]={\AIA_Korea\pain\pain4.ogg,db+10,1};
        hitSound5[]={\AIA_Korea\pain\pain5.ogg,db+10,1};
        hitSound6[]={\AIA_Korea\pain\pain6.ogg,db+10,1};
        hitSound7[]={\AIA_Korea\pain\pain7.ogg,db+10,1};
        hitSound8[]={\AIA_Korea\pain\pain8.ogg,db+10,1};
        hitSound9[]={\AIA_Korea\pain\pain9.ogg,db+10,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge1.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\CD.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_MG : RKA_XF_Rifle
    {
        displayName="MachineGunner(RKA Summer)";
        nameSound="machinegunner";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","hat","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","gbag"};
        weapons[]={UP_BAR,Put,UP_Throw};
        magazines[]={UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge2.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\1D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_SMG : RKA_XF_MG
    {
        displayName="SMG Man(RKA Summer)";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","hat","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox"};
        weapons[]={UP_M3A1,Put,UP_Throw};
        magazines[]={UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge3.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\5D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_Medic : RKA_XF_SMG
    {
        displayName="Medic(RKA Summer)";
        picture="\misc\medik.paa";
        nameSound="medic";    
        attendant=1;
        hiddenSelections[]={"badge","patch","xiongzhang","rank","helmet","lbelt","HOLSTER","mp40pouch","MGbox","gbag"};
        weapons[]={UP_M1Car,Put,UP_Throw};
        magazines[]={UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,UP_M1Carmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge4.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\8D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_Sniper : RKA_XF_Rifle
    {
        displayName="Sniper(RKA Summer)";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox"};
        weapons[]={UP_SPRINGS,Put,UP_Throw};
        magazines[]={UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge5.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\11D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_Flag : RKA_XF_Rifle
    {
        displayName="Flagman(RKA Summer)";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox"};
        weapons[]={RKAFlag,Put,UP_Throw};
        magazines[]={strokegun,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge6.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\1A.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_Translator : RKA_XF_Rifle
    {
        displayName="Translator(RKA Summer)";
        nameSound="officer";
        model="\AIA_Korea\RKA_gen.p3d";
        hiddenSelections[]={"badge","patch","rank","xiongzhang"};
        weapons[]={Put,UP_Throw};
        magazines[]={};

        wounds[]= {
        "\AIA_Korea\m1943.paa","\AIA_Korea\b_m1943.paa",
               "\AIA_USA\USinf09.paa","\AIA_USA\b_USinf09.paa"
        };

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\12D.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\collarG.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_Officer : RKA_XF_Rifle
    {
        displayName="Officer(RKA Summer)";
        nameSound="officer";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","hat","pbelt","medic","mp40pouch","k98pouch","MGbox","gbag","gear","straps"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge12.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\15D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_Commander : RKA_XF_Rifle
    {
        displayName="Commander(RKA Summer)";
        nameSound="officer";
        model="\AIA_Korea\RKA_off.p3d";
        hiddenSelections[]={"badge","patch"};
        weapons[]={UP_BHPP,Binocular,Put,UP_Throw};
        magazines[]={UP_BHPPMag,UP_BHPPMag};

        wounds[]= {
        "\AIA_USA\r\shirt.paa","\AIA_USA\r\b_shirt.paa",
               "\AIA_USA\USinf01.paa","\AIA_USA\b_USinf01.paa"
        };

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge15.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\3A.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_XF_General : RKA_XF_Commander
    {
        displayName="General(RKA Summer)";
        nameSound="officer";
        model="\AIA_Korea\RKA_gen.p3d";
        hiddenSelections[]={"badge","patch","rank","belt","gear","glasses"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};

        wounds[]= {
        "\AIA_Korea\m1943.paa","\AIA_Korea\b_m1943.paa",
               "\AIA_USA\USinf09.paa","\AIA_USA\b_USinf09.paa"
        };

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badgeO.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\HQ.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_DZ_Rifle : RKA_XF_Rifle
    {
        displayName="Rifleman(RKA Winter)";
        model="\AIA_Korea\RKA_infC.p3d";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","glasses"};
        weapons[]={UP_SPRING,Put,UP_Throw};
        magazines[]={UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,USgrenade1,USgrenade1};

        wounds[]= {
        "\AIA_Korea\CoatB1.paa","\AIA_Korea\b_coatB1.paa",
        "\AIA_Korea\CoatB2.paa","\AIA_Korea\b_coatB2.paa",
        "\AIA_Korea\PantsB.paa","\AIA_Korea\b_pantsB.paa"
        };

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge1.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\9D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };


    class RKA_DZ_MG : RKA_DZ_Rifle
    {
        displayName="MachineGunner(RKA Winter)";
        nameSound="machinegunner";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","gbag","glasses"};
        weapons[]={UP_BREN,Put,UP_Throw};
        magazines[]={UP_BRENmag,UP_BRENmag,UP_BRENmag,UP_BRENmag,UP_BRENmag,UP_BRENmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge2.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\2D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_DZ_SMG : RKA_DZ_MG
    {
        displayName="SMG Man(RKA Winter)";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox","glasses"};
        weapons[]={UP_STEN,Put,UP_Throw};
        magazines[]={UP_STENmag,UP_STENmag,UP_STENmag,UP_STENmag,UP_STENmag,UP_STENmag,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge3.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\6D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_DZ_Medic : RKA_DZ_SMG
    {
        displayName="Medic(RKA Winter)";
        picture="\misc\medik.paa";
        nameSound="medic";    
        attendant=1;
        hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","mp40pouch","MGbox","gbag","glasses"};
        weapons[]={UP_M1Car,Put,UP_Throw};
        magazines[]={UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,UP_M1Carmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge4.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\7D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_DZ_Sniper : RKA_DZ_Rifle
    {
        displayName="Sniper(RKA Winter)";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","glasses"};
        weapons[]={UP_ENFIELDS,Put,UP_Throw};
        magazines[]={UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge7.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\20D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_DZ_Flag : RKA_DZ_Rifle
    {
        displayName="Flagman(RKA Winter)";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","glasses"};
        weapons[]={RKAFlag,Put,UP_Throw};
        magazines[]={strokegun,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge8.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\2A.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_DZ_Translator : RKA_DZ_Rifle
    {
        displayName="Translator(RKA Winter)";
        nameSound="officer";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","gbag","gear","straps"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge10.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\21D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class RKA_DZ_Officer : RKA_DZ_Rifle
    {
        displayName="Officer(RKA Winter)";
        nameSound="officer";
        hiddenSelections[]={"badge","patch","xiongzhang","rank","pbelt","medic","mp40pouch","k98pouch","MGbox","gbag","gear","straps","glasses"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge11.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\22D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };
};

class CfgFaces
{
    class KRFace01
    {
        name="KRFace1";
        texture="\AIA_Korea\face\krface1.paa";
        east=1;
        west=1;
    };
    class KRFace02
    {
        name="KRFace2";
        texture="\AIA_Korea\face\krface2.paa";
        east=1;
        west=1;
    };
    class KRFace03
    {
        name="KRFace3";
        texture="\AIA_Korea\face\krface3.paa";
        east=1;
        west=1;
    };
    class KRFace04
    {
        name="KRFace4";
        texture="\AIA_Korea\face\krface4.paa";
        east=1;
        west=1;
    };
    class KRFace05
    {
        name="KRFace5";
        texture="\AIA_Korea\face\krface5.paa";
        east=1;
        west=1;
    };
    class KRFace06
    {
        name="KRFace6";
        texture="\AIA_Korea\face\krface6.paa";
        east=1;
        west=1;
    };
    class KRFace07
    {
        name="KRFace7";
        texture="\AIA_Korea\face\krface7.paa";
        east=1;
        west=1;
    };
};

class CfgGroups
{
    class Resistance
    {
        name="Resistance";
        class PVA_Army
        {
            name="AIA: Chinese Volunteer Army";
            class PVA_XF
            {
                name="AIA: Rifle Squad(PVA Summer)";
                class Unit0{name="1";side=2;vehicle="PVA_XF_SMG";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="PVA_XF_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="PVA_XF_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={33,0,0};};
            };

            class PVA_DZ
            {
                name="AIA: Rifle Squad(PVA Winter)";
                class Unit0{name="1";side=2;vehicle="PVA_DZ_SMG";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="PVA_DZ_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="PVA_DZ_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={33,0,0};};
            };
        };
    };

    class East
    {
        name="East";
        class KPA_Army
        {
            name="AIA: North Korea Army";
            class KPA_XF
            {
                name="AIA: Rifle Squad(KPA Summer)";
                class Unit0{name="1";side=0;vehicle="KPA_XF_SMG";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="KPA_XF_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="KPA_XF_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KPA_DZ
            {
                name="AIA: Rifle Squad(KPA Winter)";
                class Unit0{name="1";side=0;vehicle="KPA_DZ_SMG";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="KPA_DZ_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="KPA_DZ_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={33,0,0};};
            };
        };
    };

    class West
    {
        name="West";
        class RKA_Army
        {
            name="AIA: South Korea Army";
            class RKA_XF
            {
                name="AIA: Rifle Squad(RKA Summer)";
                class Unit0{name="1";side=1;vehicle="RKA_XF_SMG";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="RKA_XF_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="RKA_XF_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={33,0,0};};
            };

            class RKA_DZ
            {
                name="AIA: Rifle Squad(RKA Winter)";
                class Unit0{name="1";side=1;vehicle="RKA_DZ_SMG";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="RKA_DZ_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="RKA_DZ_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={33,0,0};};
            };
        };
    };
};

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You need to delete all the lines calling SLX

Like these:

  class PreloadBanks
    {
        class SLX
        {
            list[]={"SLX_GL3\","SLX_GL3\sounds\supersonic_bullet\","SLX_Wounds\"};
        };
    };
    class PreloadAddons
    {
        class SLX
        {
            list[]={"SLX_GL3","SLX_Wounds","SLX_Melee"};

 

-and-

   class EventHandlers
        {
            Init="_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };

 

-and anything like this-:

 

;_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";

 

 

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OK, so i got this to work on this unit pack but when i try this on the other packs the game doesn't start and i don't know why, unless there is something else I have to do sorry if i'm being annoying but i'm not very good at scripting so maybe just post what it should look like?

 

// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot        0// dummy weapons
#define WeaponSlotPrimary    1// primary weapons
#define WeaponSlotSecondary    16// secondary weapons
#define WeaponSlotItem        256// items
#define WeaponSlotBinocular    4096// binocular
#define WeaponHardMounted    65536

class CfgAddons
{
    class PreloadBanks
    {
        class SLX
        {
            list[]={"SLX_GL3\","SLX_GL3\sounds\supersonic_bullet\","SLX_Wounds\"};
        };
    };
    class PreloadAddons
    {
        class SLX
        {
            list[]={"SLX_GL3","SLX_Wounds","SLX_Melee"};
        };
    };
};

class CfgPatches
{
    class AIA_China
    {
        units[] =
        {
            CavalryH,
            CavalryT,
            CavalryC,
            QXJ_XF_Flag,
            QXJ_XF_Rifle,
            QXJ_XF_MG,
            QXJ_XF_Pistol,
            QXJ_XF_Medic,
            QXJ_XF_Cav,
            QXJ_XF_Officer,
            QXJ_XF_CavOff,
            QXJ_XF_Commander,
            QXJ_XF_General,
            QXJ_DZ_Flag,
            QXJ_DZ_Rifle,
            QXJ_DZ_MG,
            QXJ_DZ_Pistol,
            QXJ_DZ_Medic,
            QXJ_DZ_Cav,
            QXJ_DZ_Officer,
            QXJ_DZ_CavOff,
            QXJ_DZ_Commander,
            QXJ_DZ_General,
            BYJ_FX_Flag,
            BYJ_FX_Rifle,
            BYJ_FX_MG,
            BYJ_FX_SMG,
            BYJ_FX_Pistol,
            BYJ_FX_Medic,
            BYJ_FX_Cav,
            BYJ_FX_Officer,
            BYJ_FX_CavOff,
            BYJ_FX_Commander,
            BYJ_FX_General,
            BYJ_WX_Flag,
            BYJ_WX_Rifle,
            BYJ_WX_MG,
            BYJ_WX_SMG,
            BYJ_WX_Pistol,
            BYJ_WX_Medic,
            BYJ_WX_Cav,
            BYJ_WX_Officer,
            BYJ_WX_CavOff,
            BYJ_WX_Commander,
            BYJ_WX_General,
            BYJ_ZX_Flag,
            BYJ_ZX_Rifle,
            BYJ_ZX_MG,
            BYJ_ZX_SMG,
            BYJ_ZX_Pistol,
            BYJ_ZX_Medic,
            BYJ_ZX_Cav,
            BYJ_ZX_Officer,
            BYJ_ZX_CavOff,
            BYJ_ZX_Commander,
            BYJ_ZX_General,
            KMT_BF_Flag,
            KMT_BF_Rifle,
            KMT_BF_MG,
            KMT_BF_SMG,
            KMT_BF_Pistol,
            KMT_BF_Medic,
            KMT_BF_Cav,
            KMT_BF_Officer,
            KMT_BF_CavOff,
            KMT_BF_Commander,
            KMT_BF_General,
            KMT_BA_Rifle,
            KMT_BA_MG,
            KMT_BA_Pistol,
            KMT_BA_Officer,
            KMT_BA_Commander,
            KMT_BA_General,
            KMT_ZD_Cadet,
            KMT_ZD_Flag,
            KMT_ZD_Mortar,
            KMT_ZD_Weapon,
            KMT_ZD_Art,
            KMT_ZD_MP,
            KMT_ZD_Engineer,
            KMT_ZD_Medic,
            KMT_ZD_Cav,
            KMT_ZD_Rifle,
            KMT_ZD_Sniper,
            KMT_ZD_MG,
            KMT_ZD_SMG,
            KMT_ZD_Pistol,
            KMT_ZD_Staff,
            KMT_ZD_Crew,
            KMT_ZD_MPOff,
            KMT_ZD_Captain,
            KMT_ZD_CavOff,
            KMT_ZD_ArtOff,
            KMT_ZD_Colonel,
            KMT_ZD_MajGen,
            KMT_ZD_LtGen,
            KMT_ZD_General,
            KMT_ZD_Marshal,
            KMT_DX_Cadet,
            KMT_DX_Flag,
            KMT_DX_Mortar,
            KMT_DX_Rifle,
            KMT_DX_Sniper,
            KMT_DX_MG,
            KMT_DX_SMG,
            KMT_DX_Pistol,
            KMT_DX_Medic,
            KMT_DX_Officer,
            KMT_DX_Commander,
            KMT_DX_General,
            KMT_ZP_Flag,
            KMT_ZP_Mortar,
            KMT_ZP_Rifle,
            KMT_ZP_Sniper,
            KMT_ZP_MG,
            KMT_ZP_SMG,
            KMT_ZP_Pistol,
            KMT_ZP_Medic,
            KMT_ZP_Cav,
            KMT_ZP_Officer,
            KMT_ZP_CavOff,
            KMT_ZP_Commander,
            KMT_ZP_General,
            KMT_DB_Flag,
            KMT_DB_Mortar,
            KMT_DB_Rifle,
            KMT_DB_Sniper,
            KMT_DB_MG,
            KMT_DB_SMG,
            KMT_DB_Pistol,
            KMT_DB_Medic,
            KMT_DB_Cav,
            KMT_DB_Officer,
            KMT_DB_CavOff,
            KMT_DB_Commander,
            KMT_DB_General,
            KMT_DF_Flag,
            KMT_DF_Mortar,
            KMT_DF_Rifle,
            KMT_DF_Sniper,
            KMT_DF_MG,
            KMT_DF_SMG,
            KMT_DF_Pistol,
            KMT_DF_Medic,
            KMT_DF_Cav,
            KMT_DF_Officer,
            KMT_DF_CavOff,
            KMT_DF_Commander,
            KMT_DF_General,
            KMT_JS_Flag,
            KMT_JS_Mortar,
            KMT_JS_Rifle,
            KMT_JS_Sniper,
            KMT_JS_MG,
            KMT_JS_SMG,
            KMT_JS_Pistol,
            KMT_JS_Medic,
            KMT_JS_Cav,
            KMT_JS_Officer,
            KMT_JS_CavOff,
            KMT_JS_Commander,
            KMT_JS_General,
            KMT_YN_Flag,
            KMT_YN_Mortar,
            KMT_YN_Rifle,
            KMT_YN_Sniper,
            KMT_YN_MG,
            KMT_YN_SMG,
            KMT_YN_Pistol,
            KMT_YN_Medic,
            KMT_YN_Officer,
            KMT_YN_Commander,
            KMT_YN_General,
            KMT_ZJ_Rifle,
            KMT_ZJ_MG,
            KMT_ZJ_SMG,
            KMT_ZJ_Pistol,
            KMT_ZJ_Medic,
            KMT_ZJ_Officer,
            KMT_ZJ_Commander,
            KMT_ZJ_General,
            KMT_YZ_Flag,
            KMT_YZ_Mortar,
            KMT_YZ_Rifle,
            KMT_YZ_Sniper,
            KMT_YZ_MG,
            KMT_YZ_SMG,
            KMT_YZ_Pistol,
            KMT_YZ_Medic,
            KMT_YZ_Crew,
            KMT_YZ_Officer,
            KMT_YZ_Commander,
            KMT_YZ_General,
            KMT_ST_Rifle,
            KMT_ST_Sniper,
            KMT_ST_MG,
            KMT_ST_SMG,
            KMT_ST_Officer,
            KMT_NZ_Flag,
            KMT_NZ_Mortar,
            KMT_NZ_Rifle,
            KMT_NZ_Sniper,
            KMT_NZ_MG,
            KMT_NZ_SMG,
            KMT_NZ_Medic,
            KMT_NZ_Cav,
            KMT_NZ_Officer,
            KMT_NZ_CavOff,
            KMT_NZ_Commander,
            KMT_NZ_General,
            KMT_NZ_Marshal,
            KMT_GA_Rifle,
            KMT_GA_MG,
            KMT_GA_SMG,
            KMT_GA_Pistol,
            KMT_GA_Officer,
            KMT_GA_Commander,
            KMT_GA_General,
            KMT_JC_Rifle,
            KMT_JC_MG,
            KMT_JC_SMG,
            KMT_JC_Pistol,
            KMT_JC_Officer,
            KMT_JC_Commander,
            KMT_JC_General,
            KMT_YY_Rifle,
            KMT_YY_MG,
            KMT_YY_Pistol,
            KMT_YY_Officer,
            KMT_BY_Rifle,
            KMT_BY_Pistol,
            KMT_BY_Officer,
            KMT_BY_Commander,
            KMT_BY_General,
            KMT_BY_Marshal,
            DTF_DB_Rifle,
            DTF_DB_MG,
            DTF_DB_Pistol,
            DTF_DB_Officer,
            DTF_XN_Rifle,
            DTF_XN_MG,
            DTF_XN_SMG,
            DTF_XN_Officer,
            GCD_QY_Flag,
            GCD_QY_Rifle,
            GCD_QY_MG,
            GCD_QY_SMG,
            GCD_QY_Pistol,
            GCD_QY_Medic,
            GCD_QY_Officer,
            GCD_QY_Commander,
            GCD_QY_General,
            GCD_CW_Montagnard,
            GCD_CW_Peasant,
            GCD_CW_Villager,
            GCD_CW_Fisherman,
            GCD_CW_Herdsman,
            GCD_CW_Worker,
            GCD_CW_Citizen,
            GCD_CW_Student,
            GCD_CW_Girl,
            GCD_CW_Woman,
            GCD_HJ_Flag,
            GCD_HJ_Rifle,
            GCD_HJ_MG,
            GCD_HJ_SMG,
            GCD_HJ_Pistol,
            GCD_HJ_Medic,
            GCD_HJ_Cav,
            GCD_HJ_Officer,
            GCD_HJ_CavOff,
            GCD_HJ_Commander,
            GCD_HJ_General,
            GCD_BR_Flag,
            GCD_BR_Mortar,
            GCD_BR_Rifle,
            GCD_BR_MG,
            GCD_BR_SMG,
            GCD_BR_Pistol,
            GCD_BR_Medic,
            GCD_BR_Cav,
            GCD_BR_Officer,
            GCD_BR_CavOff,
            GCD_BR_Commander,
            GCD_BR_General,
            GCD_XS_Flag,
            GCD_XS_Mortar,
            GCD_XS_Rifle,
            GCD_XS_MG,
            GCD_XS_SMG,
            GCD_XS_Pistol,
            GCD_XS_Medic,
            GCD_XS_Cav,
            GCD_XS_Officer,
            GCD_XS_CavOff,
            GCD_XS_Commander,
            GCD_XS_General,
            GCD_JS_Flag,
            GCD_JS_Mortar,
            GCD_JS_Rifle,
            GCD_JS_MG,
            GCD_JS_SMG,
            GCD_JS_Pistol,
            GCD_JS_Medic,
            GCD_JS_Officer,
            GCD_JS_Commander,
            GCD_JS_General,
            GCD_KL_Flag,
            GCD_KL_Mortar,
            GCD_KL_Rifle,
            GCD_KL_MG,
            GCD_KL_SMG,
            GCD_KL_Pistol,
            GCD_KL_Medic,
            GCD_KL_Cav,
            GCD_KL_Officer,
            GCD_KL_CavOff,
            GCD_KL_Commander,
            GCD_KL_General,
            GCD_MZ_Flag,
            GCD_MZ_Mortar,
            GCD_MZ_Rifle,
            GCD_MZ_MG,
            GCD_MZ_SMG,
            GCD_MZ_Pistol,
            GCD_MZ_Medic,
            GCD_MZ_Cav,
            GCD_MZ_Officer,
            GCD_MZ_CavOff,
            GCD_MZ_Commander,
            GCD_MZ_General,
            GCD_JF_Flag,
            GCD_JF_Mortar,
            GCD_JF_Rifle,
            GCD_JF_MG,
            GCD_JF_SMG,
            GCD_JF_Medic,
            GCD_JF_Cav,
            GCD_JF_Officer,
            GCD_JF_CavOff,
            GCD_JF_Commander,
            GCD_JF_General,
            GCD_MB_Rifle,
            GCD_MB_MG,
            GCD_MB_Officer,
            GCD_MB_Woman,
            GCD_YJ_Rifle,
            GCD_YJ_MG,
            GCD_YJ_Officer,
            GCD_YJ_Girl,
            GCD_BY_Pistol,
            GCD_BY_Officer,
            GCD_BY_Gammer,
            GCD_BY_Commander,
            GCD_BY_General,
            GCD_BY_Marshal,
            WZF_WW_Flag,
            WZF_WW_Mortar,
            WZF_WW_Rifle,
            WZF_WW_MG,
            WZF_WW_SMG,
            WZF_WW_Pistol,
            WZF_WW_Medic,
            WZF_WW_Officer,
            WZF_WW_Commander,
            WZF_WW_General,
            WZF_WW_Marshal,
            WZF_HX_Flag,
            WZF_HX_Mortar,
            WZF_HX_Rifle,
            WZF_HX_MG,
            WZF_HX_SMG,
            WZF_HX_Pistol,
            WZF_HX_Medic,
            WZF_HX_Cav,
            WZF_HX_Officer,
            WZF_HX_CavOff,
            WZF_HX_Commander,
            WZF_HX_General,
            WZF_WM_Flag,
            WZF_WM_Mortar,
            WZF_WM_Rifle,
            WZF_WM_MG,
            WZF_WM_SMG,
            WZF_WM_Pistol,
            WZF_WM_Medic,
            WZF_WM_Cav,
            WZF_WM_Officer,
            WZF_WM_CavOff,
            WZF_WM_Commander,
            WZF_WM_General,
            WZF_HJ_Officer,
            WZF_HJ_Commander,
            WZF_HJ_General,
            WZF_BY_Pistol,
            WZF_BY_Officer,
            WZF_BY_Commander,
            LBX_Montagnard,
            LBX_Peasant,
            LBX_Villager,
            LBX_Fisherman,
            LBX_Herdsman,
            LBX_Worker,
            LBX_Citizen,
            LBX_Student,
            LBX_Professor,
            LBX_Clerk,
            LBX_Businessman,
            LBX_Childe,
            LBX_Landlord,
            LBX_Richman,
            LBX_Official,
            LBX_Gammer,
            LBX_Girl,
            LBX_Housewife,
            LBX_Lady,
            LBX_Woman
        };
        weapons[] = {Axe,Broad,Spear};
        requiredVersion = 1.75;
    };    
};

class CfgModels
{    
        class default{};
        class Man: default{};
    class ROC_inf: Man
    {
        sections[]={"badge","bayonet","budyonovka","cap","coatwrist","dress","dressB","dressY","furcap","hat","helmet","helmetA","helmetC","helmetF","helmetG","helmetJ","net","peak","sidecap","strawhat","turban","belt","lbelt","pbelt","ybelt","sash","bag","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","gear","grenade","pack","glasses","goggles","bizhang","medal0","medal1","medal2","medic","police","zuoling","youling","xiongzhang","rank","sign","patch","uprise","broad","saber","shank","kopf","moust","jinsui","yunnan"};
        sectionsInherit="man"; 
    };
    class ROC_infB: ROC_inf{};
    class ROC_infC: ROC_inf{};
    class ROC_infBC: ROC_inf{};
    class ROC_infM: ROC_inf{};
    class ROC_infP: ROC_inf{};
    class ROC_infT: ROC_inf{};
    class ROC_infY: ROC_inf{};
    class ROC_infYC: ROC_inf{};
    class ROC_infZ: ROC_inf{};
    class ROC_off: ROC_inf{};
    class ROC_offB: ROC_inf{};
    class ROC_offC: ROC_inf{};
    class ROC_offBC: ROC_inf{};
    class ROC_offP: ROC_inf{};
    class ROC_offT: ROC_inf{};
    class ROC_offY: ROC_inf{};
    class ROC_offYC: ROC_inf{};
    class ROC_gen: ROC_inf{};
    class ROC_genB: ROC_inf{};
    class ROC_genBC: ROC_inf{};
    class ROC_genG: ROC_inf{};
    class ROC_genT: ROC_inf{};
    class ROC_genY: ROC_inf{};
    class ROC_genYC: ROC_inf{};
    class ROC_civ: ROC_inf{};
    class ROC_civB: ROC_inf{};
    class ROC_civC: ROC_inf{};
    class ROC_civF: ROC_inf{};
    class ROC_civFB: ROC_inf{};
    class ROC_civFG: ROC_inf{};
    class ROC_civFR: ROC_inf{};
    class ROC_civFY: ROC_inf{};
    class ROC_civS: ROC_inf{};
    class ROC_civT: ROC_inf{};
    class ROC_civY: ROC_inf{};
    class ROC_civZ: ROC_inf{};
    class Weapon: default{};
    class Axe: Weapon{};
    class Broad: Weapon{};
    class Spear: Weapon{};
}; 

class CfgAmmo
{       
    class default {};
    class BulletSingle: default {};
    class StrokeFistHit: Default {};
    class StrokeGunHit: StrokeFistHit{};
    class MacheteAmmo:StrokeGunHit
    {
        hit=22;
        indirectHit=1.5;
        indirectHitRange=0.4;
        minRange=0.1;
        minRangeProbab=0.40;
        midRange=2.5;
        midRangeProbab=0.96;
        maxRange=4.0;
        maxRangeProbab=0.01;
    };

    class LanceAmmo:StrokeGunHit
    {
        hit=13;
        indirectHit=2;
        indirectHitRange=0.4;
        minRange=0.1;
        minRangeProbab=0.40;
        midRange=2.5;
        midRangeProbab=0.96;
        maxRange=4.0;
        maxRangeProbab=0.01;
    };

    class HatchetAmmo:StrokeGunHit
    {
        hit=19;
        indirectHit=1;
        indirectHitRange=0.4;
        minRange=0.1;
        minRangeProbab=0.40;
        midRange=2.5;
        midRangeProbab=0.96;
        maxRange=4.0;
        maxRangeProbab=0.01;
    };
};

class CfgWeapons
{
    class Default { };
    class MGun: Default { };
    class Riffle: MGun { };
    class StrokeFist:Default {};
    class StrokeGun:StrokeFist {};
    class Machete: StrokeGun
    {
        scopeWeapon=2;
        scopeMagazine=2;
        modelSpecial="\AIA_China\Broad.p3d";
        picture="\AIA_China\PicBroad.paa";
              sound[]={"\VME_Cavalry\sword.wav",1.000000,1};
        ammo="MacheteAmmo";
        displayName="BroadSword";        
        displayNameMagazine="Sword";
        shortNameMagazine="Sword";

        Modelmagazine="\AIA_China\Broad.p3d";
        magazineType="2 * 256";
                modelOptics="";
        reloadAction="ManActReloadMortar";
        reloadSound[]={"",1,1};
        aiDispersionCoefX=2.000000;
        aiDispersionCoefY=2.000000;
        enableAttack=1;
        showEmpty=1;
        autoReload=0;
        burst=0;
        multiplier=1;
        reloadTime=0.1;
        initSpeed=300;
        canLock=0;
        ffMagnitude=0.100000;
        ffFrequency=1;
        ffCount=1;
        recoil="Empty";
        dispersion=0.005;
        maxLeadSpeed=15;
        optics=0;
        count=9999;
        canDrop=1;
        primary = 10;    
        dexterity=2;
    };

    class Lance: StrokeGun
    {
        scopeWeapon=2;
        scopeMagazine=2;
        modelSpecial="\AIA_China\Spear.p3d";
        picture="\AIA_China\PicSpear.paa";
              sound[]={"\VME_Cavalry\sword.wav",1.000000,1};
        ammo="LanceAmmo";
        displayName="Red-Tasselled Spear";        
        displayNameMagazine="Spear";
        shortNameMagazine="Spear";

        Modelmagazine="\AIA_China\Spear.p3d";
        magazineType="2 * 256";
                modelOptics="";
        reloadAction="ManActReloadMortar";
        reloadSound[]={"",1,1};
        aiDispersionCoefX=2.000000;
        aiDispersionCoefY=2.000000;
        enableAttack=1;
        showEmpty=1;
        autoReload=0;
        burst=0;
        multiplier=1;
        reloadTime=0.1;
        initSpeed=300;
        canLock=0;
        ffMagnitude=0.100000;
        ffFrequency=1;
        ffCount=1;
        recoil="Empty";
        dispersion=0.005;
        maxLeadSpeed=15;
        optics=0;
        count=9999;
        canDrop=1;
        primary = 10;    
        dexterity=2;
    };

    class Hatchet: StrokeGun
    {
        scopeWeapon=2;
        scopeMagazine=2;
        modelSpecial="\AIA_China\Axe.p3d";
        picture="\AIA_China\PicAxe.paa";
              sound[]={"\VME_Cavalry\sword.wav",1.000000,1};
        ammo="HatchetAmmo";
        displayName="Axe";        
        displayNameMagazine="Axe";
        shortNameMagazine="Axe";

        Modelmagazine="\AIA_China\Axe.p3d";
        magazineType="2 * 256";
                modelOptics="";
        reloadAction="ManActReloadMortar";
        reloadSound[]={"",1,1};
        aiDispersionCoefX=2.000000;
        aiDispersionCoefY=2.000000;
        enableAttack=1;
        showEmpty=1;
        autoReload=0;
        burst=0;
        multiplier=1;
        reloadTime=0.1;
        initSpeed=300;
        canLock=0;
        ffMagnitude=0.100000;
        ffFrequency=1;
        ffCount=1;
        recoil="Empty";
        dispersion=0.005;
        maxLeadSpeed=15;
        optics=0;
        count=9999;
        canDrop=1;
        primary = 10;    
        dexterity=2;
    };

    class Broad: Riffle
    {
        scopeWeapon=public;
        scopeMagazine=private;
        Weapontype=1;
        Displayname="BroadSword";
        model="\AIA_China\Broad.p3d";
        picture="\AIA_China\PicBroad.paa";
        flashSize=0; 
        magazines[]={"Machete"};
        ammo="MacheteAmmo";
        dexterity=2;
        multiplier=1;
        burst=1;
        ffCount=7;
        reloadTime=0;
        autofire=0;
        aiRateOfFire=1.00000;
        aiRateOfFireDistance =50;
        UseAction=0;
        useActionTitle="";
        recoil="";  
        reloadMagazineSound[]={"",db0,1};
    };

    class Spear: Riffle
    {
        scopeWeapon=public;
        scopeMagazine=private;
        Weapontype=1;
        Displayname="Red-Tasselled Spear";
        model="\AIA_China\Spear.p3d";
        picture="\AIA_China\PicSpear.paa";
        flashSize=0; 
        magazines[]={"Lance"};
        ammo="LanceAmmo";
        dexterity=2;
        multiplier=1;
        burst=1;
        ffCount=7;
        reloadTime=0;
        autofire=0;
        aiRateOfFire=1.00000;
        aiRateOfFireDistance =50;
        UseAction=0;
        useActionTitle="";
        recoil="";  
        reloadMagazineSound[]={"",db0,1};
    };

    class Axe: Riffle
    {
        scopeWeapon=public;
        scopeMagazine=private;
        Weapontype=1;
        Displayname="Axe";
        model="\AIA_China\Axe.p3d";
        picture="\AIA_China\PicAxe.paa";
        flashSize=0; 
        magazines[]={"Hatchet"};
        ammo="HatchetAmmo";
        dexterity=2;
        multiplier=1;
        burst=1;
        ffCount=7;
        reloadTime=0;
        autofire=0;
        aiRateOfFire=1.00000;
        aiRateOfFireDistance =50;
        UseAction=0;
        useActionTitle="";
        recoil="";  
        reloadMagazineSound[]={"",db0,1};
    };

    class QNAFlag: Riffle
    {
        model="\AIA_China\QNAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="QNA Flag";
        magazines[]={"strokegun"};
    };

    class BYAFlag: Riffle
    {
        model="\AIA_China\BYAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="BYA Flag";
        magazines[]={"strokegun"};
    };

    class NRAFlag: Riffle
    {
        model="\AIA_China\NRAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="NRA Flag";
        magazines[]={"strokegun"};
    };

    class URAFlag: Riffle
    {
        model="\AIA_China\URAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="URA Flag";
        magazines[]={"strokegun"};
    };

    class CRAFlag: Riffle
    {
        model="\AIA_China\CRAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="CRA Flag";
        magazines[]={"strokegun"};
    };

    class CWDFlag: Riffle
    {
        model="\AIA_China\CWDFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="CWD Flag";
        magazines[]={"strokegun"};
    };

    class KLAFlag: Riffle
    {
        model="\AIA_China\KLAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="KLA Flag";
        magazines[]={"strokegun"};
    };

    class PLAFlag: Riffle
    {
        model="\AIA_China\PLAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="PLA Flag";
        magazines[]={"strokegun"};
    };

    class WMAFlag: Riffle
    {
        model="\AIA_China\WMAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="WMA Flag";
        magazines[]={"strokegun"};
    };

    class HXAFlag: Riffle
    {
        model="\AIA_China\HXAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="HXA Flag";
        magazines[]={"strokegun"};
    };

    class WWAFlag: Riffle
    {
        model="\AIA_China\WWAFlag.p3d";
        scopeWeapon=0;
        scopeMagazine=0;
        modeloptics="";
        displayName="WWA Flag";
        magazines[]={"strokegun"};
    };
};

class CfgVehicles
{
    class All{};
    class AllVehicles: All
    {
        class EventHandlers
        {
            Init="_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };
    class Land : AllVehicles{};
    class LandVehicle : Land{};      
    class Car : LandVehicle{};
    class Horse : Car{};

    class CavalryH: Horse
    {
        crew="";
        side=4;
        displayName="Red Horse";
            vehicleclass="AIA: (Vehicle) Horse"; 
        sensitivity=1.25;
        accuracy=0.2;
        camouflage=2;
        maxSpeed=48;
        driverAction="ManACtHorseDriver";    
        driverinAction="ManACtHorseDriver";
        class TransportWeapons
        {
            class Sword
            {
                weapon = "Sword";
                count = 1;
            };
        };
        class TransportMagazines
        {
            class Saber
            {
                magazine = "saber"
                count = 1;
            };
        };
        class eventhandlers
        {
            init="[_this Select 0] exec {\AIA_China\scripts\horseinit1.sqs};[_this Select 0] exec {\AIA_China\scripts\init.sqs};[_this select 0,""AR2""] exec ""\VME_PLA_ADDONS\Script\crewface.sqs"""; 
            hit="[_this Select 0] exec {\AIA_China\scripts\soundhit.sqs}";
            getout="[_this select 0,_this select 1] exec {\AIA_China\scripts\rundead.sqs}";
            killed="deleteVehicle (_this select 0)";
        };
    };

    class CavalryT: CavalryH
    {
        displayName="Black Horse";
        class eventhandlers
        {
            init="[_this Select 0] exec {\AIA_China\scripts\horseinit2.sqs};[_this Select 0] exec {\AIA_China\scripts\init.sqs};[_this select 0,""AR2""] exec ""\VME_PLA_ADDONS\Script\crewface.sqs"""; 
            hit="[_this Select 0] exec {\AIA_China\scripts\soundhit.sqs}";
            getout="[_this select 0,_this select 1] exec {\AIA_China\scripts\rundead.sqs}";
            killed="deleteVehicle (_this select 0)";
        };
    };

    class CavalryC: CavalryT
    {
        displayName="White Horse";
        class eventhandlers
        {
            init="[_this Select 0] exec {\AIA_China\scripts\horseinit3.sqs};[_this Select 0] exec {\AIA_China\scripts\init.sqs};[_this select 0,""AR2""] exec ""\VME_PLA_ADDONS\Script\crewface.sqs"""; 
            hit="[_this Select 0] exec {\AIA_China\scripts\soundhit.sqs}";
            getout="[_this select 0,_this select 1] exec {\AIA_China\scripts\rundead.sqs}";
            killed="deleteVehicle (_this select 0)";
        };
    };

    class Man : Land{};
    class Soldier : Man{};
    class SoldierWB : Soldier{};
    class SoldierGB : Soldier{};
    class SoldierEB : Soldier{};

    class KMT_ZD_Art : SoldierWB
    {
        displayName="Artillery(Green)";
            vehicleclass="AIA: (MEN) Chinese Army";    
        model="\AIA_China\ROC_inf.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","ybelt","medic","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","pack","sign","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};

        wounds[]= {
        "\AIA_China\Jak1.paa","\AIA_China\b_jak1.paa",
        "\AIA_China\Jak2.paa","\AIA_China\b_jak2.paa",
        "\AIA_China\Jak3.paa","\AIA_China\b_jak3.paa",
        "\AIA_China\Jak4.paa","\AIA_China\b_jak4.paa",
        "\AIA_China\Jak5.paa","\AIA_China\b_jak5.paa",
        "\AIA_China\Jak7.paa","\AIA_China\b_jak7.paa",

        "\AIA_China\Dat1.paa","\AIA_China\b_dat1.paa",
        "\AIA_China\Dat2.paa","\AIA_China\b_dat2.paa",
        "\AIA_China\Dat3.paa","\AIA_China\b_dat3.paa",
        "\AIA_China\Dat4.paa","\AIA_China\b_dat4.paa",
        "\AIA_China\Dat5.paa","\AIA_China\b_dat5.paa",
        "\AIA_China\Dat7.paa","\AIA_China\b_dat7.paa",

        "\AIA_China\Cos1.paa","\AIA_China\b_cos1.paa",
        "\AIA_China\Cos2.paa","\AIA_China\b_cos2.paa",
        "\AIA_China\Cos3.paa","\AIA_China\b_cos3.paa",
        "\AIA_China\Cos4.paa","\AIA_China\b_cos4.paa",
        "\AIA_China\Cos5.paa","\AIA_China\b_cos5.paa",
        "\AIA_China\Cos7.paa","\AIA_China\b_cos7.paa",

        "\AIA_China\Dak1.paa","\AIA_China\b_dak1.paa",
        "\AIA_China\Dak2.paa","\AIA_China\b_dak2.paa",
        "\AIA_China\Dak3.paa","\AIA_China\b_dak3.paa",
        "\AIA_China\Dak4.paa","\AIA_China\b_dak4.paa",
        "\AIA_China\Dak5.paa","\AIA_China\b_dak5.paa",

        "\AIA_China\Kaj1.paa","\AIA_China\b_kaj1.paa",
        "\AIA_China\Kaj2.paa","\AIA_China\b_kaj2.paa",
        "\AIA_China\Kaj3.paa","\AIA_China\b_kaj3.paa",
        "\AIA_China\Kaj4.paa","\AIA_China\b_kaj4.paa",
        "\AIA_China\Kaj5.paa","\AIA_China\b_kaj5.paa",
        "\AIA_China\Kaj7.paa","\AIA_China\b_kaj7.paa",

        "\AIA_China\CoatB1.paa","\AIA_China\b_coatB1.paa",
        "\AIA_China\CoatB2.paa","\AIA_China\b_coatB2.paa",
        "\AIA_China\CoatG1.paa","\AIA_China\b_coatG1.paa",
        "\AIA_China\CoatG2.paa","\AIA_China\b_coatG2.paa",
        "\AIA_China\CoatT1.paa","\AIA_China\b_coatT1.paa",
        "\AIA_China\CoatT2.paa","\AIA_China\b_coatT2.paa",
        "\AIA_China\CoatY1.paa","\AIA_China\b_coatY1.paa",
        "\AIA_China\CoatY2.paa","\AIA_China\b_coatY2.paa",

        "\AIA_China\ups_body.paa","\AIA_China\ups_body_d.paa",
        "\AIA_China\ups_bodyB.paa","\AIA_China\ups_bodyB_d.paa",
        "\AIA_China\ups_bodyY.paa","\AIA_China\ups_bodyY_d.paa",
        "\AIA_China\ups_jalka.paa","\AIA_China\ups_jalka_d.paa",

        "\fml_civilians\tex\b_nohy_p","\fml_civilians\tex\b_nohy_p_d",
        "\fml_civilians\tex\b_nohy_z","\fml_civilians\tex\b_nohy_z_d",
        "\fml_civilians\tex\b_hrud_p","\fml_civilians\tex\b_hrud_p_d",
        "\fml_civilians\tex\b_zada_z","\fml_civilians\tex\b_zada_z_d"
        };

        hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1};
        hitSound6[]={\AIA_China\Pain\Pain6.wav,db10,1};
        hitSound7[]={\AIA_China\Pain\Pain7.wav,db10,1};
        hitSound8[]={\AIA_China\Pain\Pain8.wav,db10,1};
        hitSound9[]={\AIA_China\Pain\Pain9.wav,db10,1};
        hitSound10[]={\AIA_China\Pain\Pain10.wav,db10,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarGA.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGA.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\A2B.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_MP : KMT_ZD_Art
    {
        displayName="MP(Blue)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetF","peak","pbelt","medic","HOLSTER","mp40pouch","k98pouch","MGbox","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarGB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MP3R.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Engineer : KMT_ZD_Art
    {
        displayName="Engineer(Green)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","helmetC","peak","lbelt","ybelt","medic","C96HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","saber"};
        weapons[]={UP_ZZ24,Put,UP_Throw};
        magazines[]={UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarGE.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGE.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\E1R.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeE.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Medic : KMT_ZD_Art
    {
        displayName="Medic(Green)";
        picture="\misc\medik.paa";
        nameSound="medic";    
        attendant=1;
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","ybelt","bag","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","pack","sign","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarGD.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGD.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\79D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Cav : KMT_ZD_Engineer
    {
        displayName="Cavalry(Green)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","helmet","helmetC","peak","lbelt","ybelt","bag","medic","C96HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign"};
        weapons[]={UP_HY88C,Put,UP_Throw};
        magazines[]={UP_HY88mag,UP_HY88mag,UP_HY88mag,UP_HY88mag,Sthg24,Saber,Sthg24};        
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarGC.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGC.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C7D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeC.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Rifle : KMT_ZD_Engineer
    {
        displayName="Rifleman(Green)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","lbelt","pbelt","bag","medic","C96HOLSTER","mp40pouch","MGbox","gbag","grenade","sign","saber"};
        weapons[]={UP_ZZ24,Put,UP_Throw};
        magazines[]={UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\3D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Sniper : KMT_ZD_Rifle
    {
        displayName="Sniper(Green)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","helmetC","peak","lbelt","pbelt","bag","medic","C96HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","saber"};
        weapons[]={UP_K98KS,Put,UP_Throw};
        magazines[]={UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG3.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG3.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\98D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge3.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Cadet : KMT_ZD_Rifle
    {
        displayName="Cadet(Green)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","lbelt","pbelt","ybelt","bag","medic","C96HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","saber"};
        weapons[]={UP_ZZ24,Put,UP_Throw};
        magazines[]={UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG0.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG0.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge0.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Flag : KMT_ZD_Rifle
    {
        displayName="Flagman(Green)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","lbelt","pbelt","ybelt","bag","medic","C96HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","sign","saber"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\71A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_MG : KMT_ZD_Rifle
    {
        displayName="MachineGunner(Green)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","pbelt","bag","medic","mp40pouch","k98pouch","gbag","grenade","bayonet","pack","sign","saber"};
        weapons[]={UP_ZB26,UP_C96,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\6D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Weapon : KMT_ZD_MG
    {
        displayName="HeavyGunner(Green)";
        picture="imortor.paa";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","helmetC","peak","pbelt","bag","medic","mp40pouch","k98pouch","MGbox","gbag","bayonet","sign","saber"};
        accuracy=1.500000;
        weaponSlots="16 + 10*256 + 2*4096 + 2 + 4*32";
        weapons[]={UP_C96,BanShou1,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Mortar : KMT_ZD_Weapon
    {
        displayName="Mortarman(Green)";
        weapons[]={UP_C96,KM27back,Logic1,Put,UP_Throw};
        class UserActions
        {
            class UP_Mortar
            {
                displayName="Deploy Mortar";
                position="renzhong";
                radius=0.250000;
                condition="(this hasweapon""KM27Back"") and (alive this)";                                          statement="[this] exec ""\UP_Mortar\Move_Gun\Gun_Set.sqs""";
            };
        };
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_SMG : KMT_ZD_MG
    {
        displayName="SMG Man(Green)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","lbelt","pbelt","bag","medic","C96HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","pack","sign","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\52D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Pistol : KMT_ZD_Rifle
    {
        displayName="Pistol Man(Green)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","helmetC","peak","pbelt","bag","medic","MGbox","k98pouch","mp40pouch","grenade","bayonet","pack","sign","saber"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\36D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Staff : KMT_ZD_Engineer
    {
        displayName="Staff(Green)";
        nameSound="officer";
        model="\AIA_China\ROC_off.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","peak","HOLSTER","sign","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar20.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG7.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\85A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge7.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Crew : KMT_ZD_Pistol
    {
        displayName="Tank Officer(Green)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","peak","belt","medic","MGbox","k98pouch","mp40pouch","grenade","bayonet","gear","pack","sign","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarGTO.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGTO.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\T2R.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeTO.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_MPOff : KMT_ZD_Staff
    {
        displayName="MP Lieutenant(Blue)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","HOLSTER","glasses","uprise","sign","rank","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarGBO.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGBO.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MP3R.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeBO.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Captain : KMT_ZD_Staff
    {
        displayName="Captain(Green)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","peak","HOLSTER","glasses","bag","sign","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG10.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG10.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\10A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge10.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_CavOff : KMT_ZD_Captain
    {
        displayName="Cav Major(Green)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","hat","peak","HOLSTER","glasses","bag","sign"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarGCO.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGCO.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C12D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeCO.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_ArtOff : KMT_ZD_Captain
    {
        displayName="Art Lt Colonel(Green)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","peak","HOLSTER","glasses","bag","sign","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar21.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGAO.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\A2B.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeAO.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Colonel : KMT_ZD_Captain
    {
        displayName="Colonel(Green)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","peak","C96HOLSTER","glasses","bag","sign","saber"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG13.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG13.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\287B.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge13.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_MajGen : KMT_ZD_Colonel
    {
        displayName="Maj General(Green)";
        nameSound="officer";
        model="\AIA_China\ROC_genG.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","peak","medal0","medal1","medal2","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG14.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG14.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\57D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge14.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_LtGen : KMT_ZD_MajGen
    {
        displayName="Lt General(Green)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","peak","medal0","medal1","medal2","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG15.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG15.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\79A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge15.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_General : KMT_ZD_LtGen
    {
        displayName="General(Green)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","peak","medal0","medal1","medal2","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG16.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG16.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\6TW.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge16.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZD_Marshal : KMT_ZD_General
    {
        displayName="Marshal(Green)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","peak","medal1","medal2","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG17.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG17.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_Rifle : KMT_ZD_Rifle
    {
        displayName="Rifleman(Elite)";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","helmetA","net","sidecap","goggles","peak","lbelt","pbelt","bag","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","patch","rank","kopf","saber"};
        weapons[]={UP_VZ24,Put,UP_Throw};
        magazines[]={UP_VZ24mag,UP_VZ24mag,UP_VZ24mag,UP_VZ24mag,UP_VZ24mag,UP_VZ24mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\88D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_Cadet : KMT_DX_Rifle
    {
        displayName="Cadet(Elite)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","helmetA","net","sidecap","goggles","peak","lbelt","pbelt","ybelt","bag","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","patch","rank","kopf","saber"};
        weapons[]={UP_ZZ24,Put,UP_Throw};
        magazines[]={UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY0.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY0.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge0.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_Sniper : KMT_DX_Rifle
    {
        displayName="Sniper(Elite)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","helmetA","net","sidecap","goggles","peak","lbelt","pbelt","bag","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","patch","rank","kopf","saber"};
        weapons[]={UP_K98KS,Put,UP_Throw};
        magazines[]={UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY3.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY3.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge3.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_Flag : KMT_DX_Rifle
    {
        displayName="Flagman(Elite)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","helmetA","net","sidecap","goggles","peak","lbelt","pbelt","ybelt","bag","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","patch","rank","kopf","saber"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\40D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_MG : KMT_DX_Rifle
    {
        displayName="MachineGunner(Elite)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","helmetA","net","sidecap","goggles","peak","pbelt","bag","medic","mp40pouch","HOLSTER","k98pouch","gbag","grenade","bayonet","pack","patch","rank","kopf","saber"};
        weapons[]={UP_ZB26,UP_C96,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\87D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_Mortar : KMT_ZD_Mortar
    {
        displayName="Mortarman(Elite)";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","helmetA","net","sidecap","goggles","peak","pbelt","bag","medic","mp40pouch","HOLSTER","k98pouch","gbag","MGbox","bayonet","patch","rank","kopf","saber"};
        weapons[]={UP_C96,KM27back,Logic1,Put,UP_Throw};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_SMG : KMT_DX_Rifle
    {
        displayName="SMG Man(Elite)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","helmetA","net","sidecap","goggles","peak","lbelt","pbelt","bag","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","pack","patch","rank","kopf","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\87D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_Pistol : KMT_DX_Rifle
    {
        displayName="Pistol Man(Elite)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","helmetA","net","sidecap","goggles","peak","pbelt","bag","medic","MGbox","HOLSTER","k98pouch","mp40pouch","grenade","bayonet","pack","patch","rank","kopf","saber"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\40D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_Medic : KMT_ZD_Medic
    {
        displayName="Medic(Elite)";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","helmetA","net","sidecap","goggles","peak","ybelt","bag","mp40pouch","HOLSTER","k98pouch","MGbox","gbag","grenade","bayonet","pack","patch","rank","kopf","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarYD.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarYD.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\88D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_Officer : KMT_ZD_Captain
    {
        displayName="Officer(Elite)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","peak","glasses","HOLSTER","sign","rank","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY9.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY9.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\88D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge9.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_Commander : KMT_DX_Officer
    {
        displayName="Commander(Elite)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","peak","glasses","C96HOLSTER","sign","rank","saber","kopf"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY12.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY12.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\87D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge12.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DX_General : KMT_DX_Commander
    {
        displayName="General(Elite)";
        nameSound="officer";
        model="\AIA_China\ROC_genY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","peak","sign","rank","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY15.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY15.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\40D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge15.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_Rifle : KMT_ZD_Rifle
    {
        displayName="Rifleman(Yellow)";
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","broad","saber"};
        weapons[]={UP_K98K,Put,UP_Throw};
        magazines[]={UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\171D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_Sniper : KMT_ZP_Rifle
    {
        displayName="Sniper(Yellow)";
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","broad","saber"};
        weapons[]={UP_Type97,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY3.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY3.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\4A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge3.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_Flag : KMT_ZP_Rifle
    {
        displayName="Flagman(Yellow)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","sign","broad","saber"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\7A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_MG : KMT_ZP_Rifle
    {
        displayName="MachineGunner(Yellow)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\155D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_Mortar : KMT_DX_Mortar
    {
        displayName="Mortarman(Yellow)";
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","pack","sign","broad","saber"};
        weapons[]={KM27back,Logic1,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_SMG : KMT_ZP_MG
    {
        displayName="SMG Man(Yellow)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_erma,Put,UP_Throw};
        magazines[]={UP_ermamag,UP_ermamag,UP_ermamag,UP_ermamag,UP_ermamag,UP_ermamag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\26A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_Pistol : KMT_ZP_Rifle
    {
        displayName="Pistol Man(Yellow)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","cap","hat","helmetJ","peak","pbelt","medic","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","sign","saber"};
        weapons[]={Broad,UP_C96A,Put,UP_Throw};
        magazines[]={Machete,Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarY4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\62D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_Medic : KMT_ZD_Medic
    {
        displayName="Medic(Yellow)";
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetJ","peak","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarYD.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarYD.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\28A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_Cav : KMT_ZP_Rifle
    {
        displayName="Cavalry(Yellow)";
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","hat","helmetJ","peak","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","broad"};
        weapons[]={UP_Type38C,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Saber,Sthg24};    
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarYC.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarYC.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C8D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeC.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_Officer : KMT_ZD_Captain
    {
        displayName="Officer(Yellow)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","glasses","HOLSTER","sign","rank","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY10.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY10.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\15A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge10.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_CavOff : KMT_ZD_CavOff
    {
        displayName="Cav Officer(Yellow)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","hat","peak","glasses","HOLSTER","sign","rank","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarYCO.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarYCO.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\82A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeCO.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_Commander : KMT_ZP_Officer
    {
        displayName="Commander(Yellow)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","glasses","C96HOLSTER","sign","rank","saber","kopf"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY13.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY13.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\56D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge13.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZP_General : KMT_ZP_Commander
    {
        displayName="General(Yellow)";
        nameSound="officer";
        model="\AIA_China\ROC_genY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","peak","sign","rank","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY14.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY14.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\T5D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge14.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_Rifle : KMT_ZD_Rifle
    {
        displayName="Rifleman(Winter)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","cap","hat","helmet","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","patch","sign","broad","saber"};
        weapons[]={UP_VZ24B,Put,UP_Throw};
        magazines[]={UP_VZ24mag,UP_VZ24mag,UP_VZ24mag,UP_VZ24mag,UP_VZ24mag,UP_VZ24mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\111D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_Sniper : KMT_DB_Rifle
    {
        displayName="Sniper(Winter)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","cap","furcap","hat","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","patch","sign","broad","saber"};
        weapons[]={UP_MOSINS,Put,UP_Throw};
        magazines[]={UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB3.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB3.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\55A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge3.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_Flag : KMT_DB_Rifle
    {
        displayName="Flagman(Winter)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","cap","hat","helmet","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","patch","sign","broad","saber"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\57A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_MG : KMT_DB_Rifle
    {
        displayName="MachineGunner(Winter)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","cap","furcap","hat","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","patch","sign","broad","saber"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\116D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_Mortar : KMT_ZP_Mortar
    {
        displayName="Mortarman(Winter)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","cap","hat","helmet","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","patch","sign","broad","saber"};
        weapons[]={KM89back,Logic1,Put,UP_Throw};
        class UserActions
        {
            class UP_Mortar
            {
                displayName="Deploy Mortar";
                position="renzhong";
                radius=0.250000;
                condition="(this hasweapon""KM89Back"") and (alive this)";                                          statement="[this] exec ""\UP_Mortar\Move_Gun\Gun_Set.sqs""";
            };
        };
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_SMG : KMT_DB_MG
    {
        displayName="SMG Man(Winter)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","cap","furcap","peak","helmet","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","patch","sign","broad","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\38A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_Pistol : KMT_DB_Rifle
    {
        displayName="Pistol Man(Winter)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","budyonovka","cap","furcap","hat","peak","pbelt","medic","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","patch","sign","saber"};
        weapons[]={Broad,UP_C96A,Put,UP_Throw};
        magazines[]={Machete,Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\37D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_Medic : KMT_ZP_Medic
    {
        displayName="Medic(Winter)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","cap","furcap","hat","peak","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","patch","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarBD.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarBD.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\30A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_Cav : KMT_DB_Rifle
    {
        displayName="Cavalry(Winter)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","budyonovka","cap","furcap","hat","helmet","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","patch","sign","broad"};
        weapons[]={UP_HY88C,Put,UP_Throw};
        magazines[]={UP_HY88mag,UP_HY88mag,UP_HY88mag,UP_HY88mag,Sthg24,Saber,Sthg24};    
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarBC.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarBC.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C5B.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeC.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_Officer : KMT_ZD_Captain
    {
        displayName="Officer(Winter)";
        nameSound="officer";
        model="\AIA_China\ROC_offBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","peak","glasses","patch","sign","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB10.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB10.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\84D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge10.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_CavOff : KMT_ZD_CavOff
    {
        displayName="Cav Officer(Winter)";
        nameSound="officer";
        model="\AIA_China\ROC_offBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","hat","helmet","peak","glasses","patch","sign"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarBCO.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarBCO.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C6D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeCO.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_Commander : KMT_DB_Officer
    {
        displayName="Commander(Winter)";
        nameSound="officer";
        model="\AIA_China\ROC_genBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","furcap","hat","helmet","patch","sign"};
        weapons[]={UP_P38,Binocular,Put,UP_Throw};
        magazines[]={UP_P38Mag,UP_P38Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB13.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB13.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\53A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge13.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DB_General : KMT_DB_Commander
    {
        displayName="General(Winter)";
        nameSound="officer";
        model="\AIA_China\ROC_genBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","furcap","helmet","peak","HOLSTER","patch","sign"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB16.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB16.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\59A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge16.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_Rifle : KMT_ZD_Rifle
    {
        displayName="Rifleman(Blue)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","uprise","sign","saber"};
        weapons[]={UP_MOSIN,Put,UP_Throw};
        magazines[]={UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\29A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_Sniper : KMT_DF_Rifle
    {
        displayName="Sniper(Blue)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","uprise","sign","broad","saber"};
        weapons[]={UP_ENFIELDS,Put,UP_Throw};
        magazines[]={UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB3.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB3.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\47A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge3.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_Flag : KMT_DF_Rifle
    {
        displayName="Flagman(Blue)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","uprise","sign","broad","saber"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\21A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_MG : KMT_DF_Rifle
    {
        displayName="MachineGunner(Blue)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","pack","uprise","sign","broad","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag,UP_Lewismag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\20A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_Mortar : KMT_DB_Mortar
    {
        displayName="Mortarman(Blue)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","bayonet","pack","uprise","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_SMG : KMT_DF_MG
    {
        displayName="SMG Man(Blue)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","pack","uprise","sign","broad","saber"};
        weapons[]={UP_THOM,Put,UP_Throw};
        magazines[]={UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\24A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_Pistol : KMT_DF_Rifle
    {
        displayName="Pistol Man(Blue)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","cap","helmet","helmetF","peak","pbelt","medic","police","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","uprise","sign","saber"};
        weapons[]={Broad,UP_C96A,Put,UP_Throw};
        magazines[]={Machete,Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\23A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_Medic : KMT_ZP_Medic
    {
        displayName="Medic(Blue)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","ybelt","police","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarBD.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarBD.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\45A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_Cav : KMT_DF_Rifle
    {
        displayName="Cavalry(Blue)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","hat","helmetF","peak","lbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","uprise","sign","broad"};
        weapons[]={UP_HY88C,Put,UP_Throw};
        magazines[]={UP_HY88mag,UP_HY88mag,UP_HY88mag,UP_HY88mag,Sthg24,Saber,Sthg24};        
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarBC.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarBC.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C9D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeC.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_Officer : KMT_ZD_Captain
    {
        displayName="Officer(Blue)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","glasses","police","HOLSTER","uprise","sign","rank","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB10.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB10.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\S40B.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge10.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_CavOff : KMT_ZD_CavOff
    {
        displayName="Cav Officer(Blue)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","hat","peak","glasses","police","HOLSTER","uprise","sign","rank","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarBCO.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarBCO.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C2A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeCO.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_Commander : KMT_DF_Officer
    {
        displayName="Commander(Blue)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","glasses","police","C96HOLSTER","uprise","sign","rank","saber","kopf"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB12.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB12.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\144D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge12.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_DF_General : KMT_DF_Commander
    {
        displayName="General(Blue)";
        nameSound="officer";
        model="\AIA_China\ROC_genB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","peak","uprise","sign","rank","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB15.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB15.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\122D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge15.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_Rifle : KMT_DF_Rifle
    {
        displayName="Rifleman(JinSui)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","broad","saber","yunnan"};
        weapons[]={UP_Type38,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\68D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_Sniper : KMT_JS_Rifle
    {
        displayName="Sniper(JinSui)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetF","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","sign","broad","saber","yunnan"};
        weapons[]={UP_Type97,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT3.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT3.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\32A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge3.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_Flag : KMT_JS_Rifle
    {
        displayName="Flagman(JinSui)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","sign","broad","saber","yunnan"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\35A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_MG : KMT_JS_Rifle
    {
        displayName="MachineGunner(JinSui)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber","yunnan"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\71D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_Mortar : KMT_DF_Mortar
    {
        displayName="Mortarman(JinSui)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","pack","sign","broad","saber","yunnan"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT2.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_SMG : KMT_JS_MG
    {
        displayName="SMG Man(JinSui)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber","yunnan"};
        weapons[]={Wbt_Tommy,Put,UP_Throw};
        magazines[]={Wbt_TommyDrumMag,Wbt_TommyDrumMag,Wbt_TommyDrumMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\101D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_Pistol : KMT_JS_Rifle
    {
        displayName="Pistol Man(JinSui)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","cap","helmet","helmetF","peak","pbelt","medic","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","sign","broad","saber","yunnan"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\69D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_Medic : KMT_DF_Medic
    {
        displayName="Medic(JinSui)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmetF","peak","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber","yunnan"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarTD.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarTD.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C1A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_Cav : KMT_JS_Rifle
    {
        displayName="Cavalry(JinSui)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","helmet","helmetF","peak","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","sign","broad","yunnan"};
        weapons[]={UP_HY88C,Put,UP_Throw};
        magazines[]={UP_HY88mag,UP_HY88mag,UP_HY88mag,UP_HY88mag,Sthg24,Saber,Sthg24};        
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarTC.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarTC.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C4A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeC.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_Officer : KMT_DF_Officer
    {
        displayName="Officer(JinSui)";
        nameSound="officer";
        model="\AIA_China\ROC_offT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","glasses","HOLSTER","sign","rank","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT10.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT10.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\19A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge10.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_CavOff : KMT_DF_CavOff
    {
        displayName="Cav Officer(JinSui)";
        nameSound="officer";
        model="\AIA_China\ROC_offT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","hat","peak","glasses","HOLSTER","sign","rank","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarTCO.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarTCO.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C1D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeCO.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_Commander : KMT_JS_Officer
    {
        displayName="Commander(JinSui)";
        nameSound="officer";
        model="\AIA_China\ROC_offT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","glasses","C96HOLSTER","sign","rank","saber","kopf"};
        weapons[]={UP_BHPP,Binocular,Put,UP_Throw};
        magazines[]={UP_BHPPmag,UP_BHPPmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT13.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT13.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\358R.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge12.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JS_General : KMT_JS_Commander
    {
        displayName="General(JinSui)";
        nameSound="officer";
        model="\AIA_China\ROC_genT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","glasses","cap","helmet","peak","sidecap","C96HOLSTER","HOLSTER","patch"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT16.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT16.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\2TW.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge16.paa""];(_this select 0) setObjectTexture [4,""\Data\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_Rifle : KMT_DF_Rifle
    {
        displayName="Rifleman(YunNan)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","broad","saber","jinsui"};
        weapons[]={UP_LebB,Put,UP_Throw};
        magazines[]={UP_LebMag,UP_LebMag,UP_LebMag,UP_LebMag,UP_LebMag,UP_LebMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\184D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_Sniper : KMT_YN_Rifle
    {
        displayName="Sniper(YunNan)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","broad","saber","jinsui"};
        weapons[]={UP_LebS,Put,UP_Throw};
        magazines[]={UP_LebMag,UP_LebMag,UP_LebMag,UP_LebMag,UP_LebMag,UP_LebMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT3.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT3.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge3.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_Flag : KMT_YN_Rifle
    {
        displayName="Flagman(YunNan)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","sign","broad","saber","jinsui"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\60A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_MG : KMT_YN_Rifle
    {
        displayName="MachineGunner(YunNan)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber","jinsui"};
        weapons[]={UP_BAR,Put,UP_Throw};
        magazines[]={UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N10D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_Mortar : KMT_JS_Mortar
    {
        displayName="Mortarman(YunNan)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","pack","sign","broad","saber","jinsui"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT2.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_SMG : KMT_YN_MG
    {
        displayName="SMG Man(YunNan)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber","jinsui"};
        weapons[]={UP_THOM,Put,UP_Throw};
        magazines[]={UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\184D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_Pistol : KMT_YN_Rifle
    {
        displayName="Pistol Man(YunNan)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","cap","hat","helmet","peak","pbelt","medic","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","sign","broad","saber","jinsui"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\58A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_Medic : KMT_DF_Medic
    {
        displayName="Medic(YunNan)";
        model="\AIA_China\ROC_infT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber","jinsui"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarTD.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarTD.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N10D.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_Officer : KMT_DF_Officer
    {
        displayName="Officer(YunNan)";
        nameSound="officer";
        model="\AIA_China\ROC_offT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","glasses","HOLSTER","sign","rank","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT9.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT9.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\58A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge10.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_Commander : KMT_YN_Officer
    {
        displayName="Commander(YunNan)";
        nameSound="officer";
        model="\AIA_China\ROC_offT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","glasses","C96HOLSTER","sign","rank","saber","kopf"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT12.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT12.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\60A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge12.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YN_General : KMT_YN_Commander
    {
        displayName="General(YunNan)";
        nameSound="officer";
        model="\AIA_China\ROC_genT.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","glasses","cap","hat","helmet","sidecap","C96HOLSTER","HOLSTER","patch","moust"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT15.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT15.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge16.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZJ_Rifle : KMT_DF_Rifle
    {
        displayName="Rifleman(Partisan)";
        model="\AIA_China\ROC_infZ.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","rank","saber","kopf"};
        weapons[]={UP_M1Car,Put,UP_Throw};
        magazines[]={UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\ZYJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZJ_MG : KMT_ZJ_Rifle
    {
        displayName="MachineGunner(Partisan)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_infZ.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","rank","saber","kopf"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\ZYJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZJ_SMG : KMT_ZJ_MG
    {
        displayName="SMG Man(Partisan)";
        model="\AIA_China\ROC_infZ.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","rank","saber","kopf"};
        weapons[]={UP_THOM,Put,UP_Throw};
        magazines[]={UP_THOMmag,UP_THOMmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\ZYJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZJ_Pistol : KMT_ZJ_Rifle
    {
        displayName="Pistol Man(Partisan)";
        model="\AIA_China\ROC_infZ.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","belt","pbelt","ybelt","medic","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","rank","saber","kopf"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={UP_C96Amag,UP_C96Amag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\ZYJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZJ_Medic : KMT_DF_Medic
    {
        displayName="Medic(Partisan)";
        model="\AIA_China\ROC_infZ.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","belt","ybelt","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","rank","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\ZYJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZJ_Officer : KMT_ZD_Captain
    {
        displayName="Officer(Partisan)";
        nameSound="officer";
        model="\AIA_China\ROC_infZ.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","belt","pbelt","ybelt","medic","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","rank","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB8.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB8.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\ZYJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge8.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZJ_Commander : KMT_ZJ_Officer
    {
        displayName="Commander(Partisan)";
        nameSound="officer";
        model="\AIA_China\ROC_infZ.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","rank","saber","kopf"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB11.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB11.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\ZYJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge11.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ZJ_General : KMT_ZJ_Commander
    {
        displayName="General(Partisan)";
        nameSound="officer";
        model="\AIA_China\ROC_infZ.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","rank","saber","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB14.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB14.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\ZYJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge14.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_Rifle : KMT_ZD_Rifle
    {
        displayName="Rifleman(Expeditionary)";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmetA","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","patch","saber","kopf"};
        weapons[]={UP_ENFIELD,Put,UP_Throw};
        magazines[]={UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N22D.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_Sniper : KMT_YZ_Rifle
    {
        displayName="Sniper(Expeditionary)";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","helmet","helmetA","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","patch","saber","kopf"};
        weapons[]={UP_ENFIELDS,Put,UP_Throw};
        magazines[]={UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\198D.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_Flag : KMT_YZ_Rifle
    {
        displayName="Flagman(Expeditionary)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetG","peak","sidecap","goggles","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\8A.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_MG : KMT_YZ_Rifle
    {
        displayName="MachineGunner(Expeditionary)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmetA","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={UP_BREN,Put,UP_Throw};
        magazines[]={UP_BRENmag,UP_BRENmag,UP_BRENmag,UP_BRENmag,UP_BRENmag,UP_BRENmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N22D.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_Mortar : KMT_ZP_Mortar
    {
        displayName="Mortarman(Expeditionary)";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","patch","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_SMG : KMT_YZ_MG
    {
        displayName="SMG Man(Expeditionary)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetG","peak","sidecap","goggles","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={UP_THOM,Put,UP_Throw};
        magazines[]={UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N38D.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_Pistol : KMT_YZ_Rifle
    {
        displayName="Pistol Man(Expeditionary)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","helmet","helmetA","helmetG","net","peak","sidecap","goggles","pbelt","medic","HOLSTER","mp40pouch","MGbox","k98pouch","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={UP_C96Amag,UP_C96Amag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\14D.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_Medic : KMT_ZP_Medic
    {
        displayName="Medic(Expeditionary)";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","helmet","helmetA","helmetG","net","peak","sidecap","goggles","ybelt","HOLSTER","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={UP_M1Car,Put,UP_Throw};
        magazines[]={UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,UP_M1Carmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N38D.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_Crew : KMT_YZ_Rifle
    {
        displayName="Tank Crew(Expeditionary)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","helmet","helmetA","helmetG","net","peak","sidecap","lbelt","pbelt","ybelt","medic","C96HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={UP_Webley,Put,UP_Throw};
        magazines[]={UP_WebleyMag,UP_WebleyMag,UP_WebleyMag,UP_WebleyMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarYT.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarYT.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\5A.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_Officer : KMT_ZD_Captain
    {
        displayName="Officer(Expeditionary)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","glasses","C96HOLSTER","sign","rank","saber","kopf"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY9.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY9.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\H1D.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_Commander : KMT_YZ_Officer
    {
        displayName="Commander(Expeditionary)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","glasses","C96HOLSTER","sign","rank","saber","kopf"};
        weapons[]={UP_BHPP,Binocular,Put,UP_Throw};
        magazines[]={UP_BHPPmag,UP_BHPPmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY11.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY11.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\9D.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YZ_General : KMT_YZ_Commander
    {
        displayName="General(Expeditionary)";
        nameSound="officer";
        model="\AIA_China\ROC_genY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","peak","HOLSTER","sign","rank","saber","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY15.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY15.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\200D.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ST_Rifle : KMT_YZ_Rifle
    {
        displayName="Rifleman(Airborne)";
        attendant=1;
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetG","peak","sidecap","goggles","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","saber","kopf"};
        weapons[]={UP_GRAND,Put,UP_Throw};
        magazines[]={UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar18.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar18.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge25.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ST_Sniper : KMT_ST_Rifle
    {
        displayName="Sniper(Airborne)";
        attendant=1;
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetG","peak","sidecap","goggles","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","saber","kopf"};
        weapons[]={UP_SPRINGS,Put,UP_Throw};
        magazines[]={UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar18.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar18.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge25.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ST_MG : KMT_YZ_MG
    {
        displayName="MachineGunner(Airborne)";
        nameSound="machinegunner";
        attendant=1;
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetG","peak","sidecap","goggles","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","pack","saber","kopf"};
        weapons[]={UP_BAR,Put,UP_Throw};
        magazines[]={UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar18.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar18.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge25.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ST_SMG : KMT_YZ_MG
    {
        displayName="SMG Man(Airborne)";
        attendant=1;
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetG","peak","sidecap","goggles","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","pack","saber","kopf"};
        weapons[]={UP_M3A1,Put,UP_Throw};
        magazines[]={UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,USgrenade1,USgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar18.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar18.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge25.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_ST_Officer : KMT_ZD_Captain
    {
        displayName="Officer(Airborne)";
        nameSound="officer";
        model="\AIA_China\ROC_infM.p3d";
        attendant=1;
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetG","peak","sidecap","goggles","pbelt","ybelt","medic","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","pack","saber","kopf"};
        weapons[]={UP_M1Car,otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,USgrenade1,USgrenade1,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar19.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar19.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge25.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_Rifle : KMT_YZ_Rifle
    {
        displayName="Rifleman(New)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetA","helmetG","net","sidecap","goggles","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","patch","saber","kopf"};
        weapons[]={UP_SPRING,Put,UP_Throw};
        magazines[]={UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\18A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_Sniper : KMT_NZ_Rifle
    {
        displayName="Sniper(New)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","helmet","helmetA","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","patch","saber","kopf"};
        weapons[]={UP_SPRINGS,Put,UP_Throw};
        magazines[]={UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\2A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge3.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_Flag : KMT_YZ_Flag
    {
        displayName="Flagman(New)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","helmet","helmetA","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\1A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_MG : KMT_YZ_MG
    {
        displayName="MachineGunner(New)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={UP_BAR,Put,UP_Throw};
        magazines[]={UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\25A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_Mortar : KMT_YZ_Mortar
    {
        displayName="Mortarman(New)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","hat","helmet","helmetA","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","patch","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_SMG : KMT_YZ_SMG
    {
        displayName="SMG Man(New)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","hat","helmet","helmetA","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={UP_M3A1,Put,UP_Throw};
        magazines[]={UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\14A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_Medic : KMT_YZ_Medic
    {
        displayName="Medic(New)";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetA","helmetG","net","peak","goggles","ybelt","HOLSTER","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","pack","patch","saber","kopf"};
        weapons[]={UP_M1Car,Put,UP_Throw};
        magazines[]={UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,UP_M1Carmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\13A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_Cav : KMT_ZD_Cav
    {
        displayName="Cavalry(New)";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","rank","cap","hat","helmet","helmetA","helmetG","net","peak","sidecap","goggles","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","bayonet","pack","patch","kopf"};
        weapons[]={UP_Type38C,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C5A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeC.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [6,""\AIA_China\collarY.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_Officer : KMT_ZD_Captain
    {
        displayName="Officer(New)";
        nameSound="officer";
        model="\AIA_China\ROC_infM.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","furcap","hat","helmet","helmetA","helmetG","net","sidecap","goggles","belt","ybelt","medic","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","gear","pack","patch","saber","kopf"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar22.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar22.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\54A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge21.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeN.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\rank3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_CavOff : KMT_ZD_CavOff
    {
        displayName="Cav Officer(New)";
        nameSound="officer";
        model="\AIA_China\ROC_gen.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","rank","cap","hat","helmet","helmetA","bayonet","medal0","medal1","medal2"};
        weapons[]={Sword,otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={Saber,otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collar23.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar23.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\C3A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge22.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeN.paa""];(_this select 0) setObjectTexture [6,""\AIA_China\rank4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_Commander : KMT_NZ_Officer
    {
        displayName="Commander(New)";
        nameSound="officer";
        model="\AIA_China\ROC_gen.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","hat","helmet","helmetA","peak","medal0","medal1","medal2","saber"};
        weapons[]={UP_BHPP,Binocular,Put,UP_Throw};
        magazines[]={UP_BHPPmag,UP_BHPPmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar24.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar24.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\52A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge23.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\rank6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_General : KMT_NZ_Commander
    {
        displayName="General(New)";
        nameSound="officer";
        model="\AIA_China\ROC_gen.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","hat","helmet","peak","HOLSTER","medal0","medal1","medal2","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar25.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar25.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\74A.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge24.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\rank8.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_NZ_Marshal : KMT_NZ_General
    {
        displayName="Marshal(New)";
        nameSound="officer";
        model="\AIA_China\ROC_gen.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","rank","cap","hat","helmet","helmetA","HOLSTER","medal1","medal2","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar25.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar25.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeN.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\rank11.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BF_Rifle : KMT_DF_Rifle
    {
        displayName="Rifleman(Old)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","uprise","sign","broad","saber"};
        weapons[]={UP_HY88,Put,UP_Throw};
        magazines[]={UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BF_Flag : KMT_BF_Rifle
    {
        displayName="Flagman(Old)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","uprise","sign","broad","saber"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BF_MG : KMT_BF_Rifle
    {
        displayName="MachineGunner(Old)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","uprise","sign","broad","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag,UP_Lewismag};
    };

    class KMT_BF_SMG : KMT_BF_MG
    {
        displayName="SMG Man(Old)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","uprise","sign","broad","saber"};
        weapons[]={Wbt_Tommy,Put,UP_Throw};
        magazines[]={Wbt_TommyDrumMag,Wbt_TommyDrumMag,Wbt_TommyDrumMag,Sthg24,Sthg24};
    };

    class KMT_BF_Pistol : KMT_BF_Rifle
    {
        displayName="Pistol Man(Old)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","pbelt","medic","police","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
    };

    class KMT_BF_Medic : KMT_DF_Medic
    {
        displayName="Medic(Old)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","ybelt","police","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BF_Cav : KMT_BF_Rifle
    {
        displayName="Cavalry(Old)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","hat","helmet","helmetF","lbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","uprise","sign","broad"};
        weapons[]={UP_HY88C,Put,UP_Throw};
        magazines[]={UP_HY88mag,UP_HY88mag,UP_HY88mag,UP_HY88mag,Sthg24,Saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BF_Officer : KMT_DF_Officer
    {
        displayName="Officer(Old)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","glasses","police","HOLSTER","uprise","sign","rank","saber","kopf"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BF_CavOff : KMT_DF_CavOff
    {
        displayName="Cav Officer(Old)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","hat","helmet","glasses","police","HOLSTER","uprise","sign","rank","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BF_Commander : KMT_BF_Officer
    {
        displayName="Commander(Old)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","glasses","police","C96HOLSTER","uprise","sign","rank","saber","kopf"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BF_General : KMT_BF_Commander
    {
        displayName="General(Old)";
        nameSound="officer";
        model="\AIA_China\ROC_genB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","uprise","sign","rank","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BA_Rifle : KMT_BF_Rifle
    {
        displayName="Rifleman(Security)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","belt","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","gear","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_HY88,Put,UP_Throw};
        magazines[]={UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,Sthg24,Sthg24};

        hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1};
        hitSound6[]={\AIA_China\Pain\Pain16.wav,db10,1};
        hitSound7[]={\AIA_China\Pain\Pain17.wav,db20,1};
        hitSound8[]={\AIA_China\Pain\Pain18.wav,db20,1};
        hitSound9[]={\AIA_China\Pain\Pain19.wav,db20,1};
        hitSound10[]={\AIA_China\Pain\Pain20.wav,db20,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BA_MG : KMT_BA_Rifle
    {
        displayName="MachineGunner(Security)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","belt","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","gear","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BA_Pistol : KMT_BA_Rifle
    {
        displayName="Pistol Man(Security)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","belt","pbelt","medic","police","HOLSTER","MGbox","k98pouch","mp40pouch","gear","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BA_Officer : KMT_BA_Pistol
    {
        displayName="Officer(Security)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","glasses","bayonet","police","HOLSTER","uprise","sign","rank","saber","kopf"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB9.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB9.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BA_Commander : KMT_BA_Officer
    {
        displayName="Adjutant(Security)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","glasses","bayonet","police","C96HOLSTER","uprise","sign","rank","saber","kopf"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB11.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB11.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BA_General : KMT_BA_Commander
    {
        displayName="Commander(Security)";
        nameSound="officer";
        model="\AIA_China\ROC_genB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","bayonet","uprise","sign","rank","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB13.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB13.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_GA_Rifle : KMT_BA_Rifle
    {
        displayName="Rifleman(Cop)";
        model="\AIA_China\ROC_infC.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","pbelt","ybelt","C96HOLSTER","mp40pouch","MGbox","gbag"};
        weapons[]={UP_ZZ24,Put,UP_Throw};
        magazines[]={UP_ZZ24Mag,UP_ZZ24Mag,UP_ZZ24Mag,UP_ZZ24Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge26.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_GA_MG : KMT_GA_Rifle
    {
        displayName="MachineGunner(Cop)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_infC.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","pbelt","C96HOLSTER","mp40pouch","k98pouch","gbag"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge26.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_GA_SMG : KMT_GA_MG
    {
        displayName="SMG Man(Cop)";
        model="\AIA_China\ROC_infC.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","pbelt","C96HOLSTER","MGbox","k98pouch","gbag"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge26.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_GA_Pistol : KMT_GA_Rifle
    {
        displayName="Pistol Man(Cop)";
        model="\AIA_China\ROC_infC.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","pbelt","ybelt","mp40pouch","MGbox","k98pouch"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={UP_C96Amag,UP_C96Amag,UP_C96Amag,UP_C96Amag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge26.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_GA_Officer : KMT_GA_Pistol
    {
        displayName="Officer(Cop)";
        nameSound="officer";
        model="\AIA_China\ROC_offC.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","HOLSTER"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96mag,UP_C96mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarJ.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarJ.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_GA_Commander : KMT_GA_Officer
    {
        displayName="Chief(Cop)";
        nameSound="officer";
        model="\AIA_China\ROC_offC.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","C96HOLSTER"};
        weapons[]={UP_PPK,Binocular,Put,UP_Throw};
        magazines[]={UP_PPKmag,UP_PPKmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarJ.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarJ.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_GA_General : KMT_GA_Commander
    {
        displayName="Minister(Cop)";
        nameSound="officer";
        model="\AIA_China\ROC_offC.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","C96HOLSTER","HOLSTER"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarJ.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarJ.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JC_Rifle : KMT_GA_Rifle
    {
        displayName="Rifleman(Police)";
        model="\AIA_China\ROC_infP.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","pbelt","ybelt","C96HOLSTER","mp40pouch","MGbox","gbag"};
        weapons[]={UP_Type38,Put,UP_Throw};
        magazines[]={UP_T38Mag,UP_T38Mag,UP_T38Mag,UP_T38Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\black.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\black.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge26.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JC_MG : KMT_JC_Rifle
    {
        displayName="MachineGunner(Police)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_infP.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","pbelt","C96HOLSTER","mp40pouch","k98pouch","gbag"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\black.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\black.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge26.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JC_SMG : KMT_JC_MG
    {
        displayName="SMG Man(Police)";
        model="\AIA_China\ROC_infP.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","pbelt","C96HOLSTER","MGbox","k98pouch","gbag"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\black.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\black.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge26.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JC_Pistol : KMT_JC_Rifle
    {
        displayName="Pistol Man(Police)";
        model="\AIA_China\ROC_infP.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","pbelt","ybelt","mp40pouch","MGbox","k98pouch"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96mag,UP_C96mag,UP_C96mag,UP_C96mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\black.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\black.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge26.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JC_Officer : KMT_JC_Pistol
    {
        displayName="Officer(Police)";
        nameSound="officer";
        model="\AIA_China\ROC_offP.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","HOLSTER"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96mag,UP_C96mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarP.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarP.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JC_Commander : KMT_JC_Officer
    {
        displayName="Chief(Police)";
        nameSound="officer";
        model="\AIA_China\ROC_offP.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","C96HOLSTER"};
        weapons[]={UP_PPK,Binocular,Put,UP_Throw};
        magazines[]={UP_PPKmag,UP_PPKmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarP.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarP.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_JC_General : KMT_JC_Commander
    {
        displayName="Minister(Police)";
        nameSound="officer";
        model="\AIA_China\ROC_offP.p3d";
            vehicleclass="AIA: (MEN) Chinese Police"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","lbelt","C96HOLSTER","HOLSTER"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarP.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarP.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeP.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YY_Rifle : KMT_JC_Rifle
    {
        displayName="Rifleman(NEAJVA)";
        model="\AIA_China\ROC_civT.p3d";
            vehicleclass="AIA: (MEN) Chinese Irregulars"; 
        hiddenSelections[]={"cap","peak","lbelt","C96HOLSTER","HOLSTER","moust"};
        weapons[]={UP_HY88,Put,UP_Throw};
        magazines[]={UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YY_MG : KMT_YY_Rifle
    {
        displayName="MachineGunner(NEAJVA)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_civT.p3d";
        hiddenSelections[]={"cap","furcap","peak","lbelt","C96HOLSTER","HOLSTER","k98pouch","moust"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YY_Pistol : KMT_YY_MG
    {
        displayName="Staff(NEAJVA)";
        nameSound="officer";
        model="\AIA_China\ROC_civT.p3d";
        hiddenSelections[]={"cap","furcap","hat","HOLSTER","k98pouch","moust"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_YY_Officer : KMT_YY_Pistol
    {
        displayName="Director(NEAJVA)";
        nameSound="officer";
        model="\AIA_China\ROC_civT.p3d";
        hiddenSelections[]={"furcap","hat","peak","lbelt","C96HOLSTER","k98pouch"};
        weapons[]={otwM1911A1,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BY_Rifle : KMT_YY_Rifle
    {
        displayName="BodyGuard";
        model="\AIA_China\ROC_civ.p3d";
        hiddenSelections[]={"hat","peak","strawhat","turban","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","uprise","glasses","goggles","broad"};
        weapons[]={UP_Man,Put,UP_Throw};
        magazines[]={UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BY_Pistol : KMT_YY_Pistol
    {
        displayName="Axe Gangster";
        model="\AIA_China\ROC_civB.p3d";
        hiddenSelections[]={"hat","peak","strawhat","turban","belt","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","k98pouch","glasses","uprise","broad"};
        weapons[]={Axe,UP_Webley,Put,UP_Throw};
        magazines[]={Hatchet,UP_WebleyMag,UP_WebleyMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BY_Officer : KMT_BY_Pistol
    {
        displayName="Agent";
        model="\AIA_China\ROC_civS.p3d"; 
        hiddenSelections[]={"glasses","cap","hat"};
        weapons[]={UP_BHPP,Put,UP_Throw};
        magazines[]={UP_BHPPmag,UP_BHPPmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BY_Commander : KMT_BY_Officer
    {
        displayName="Secretary";
        model="\AIA_China\ROC_genT.p3d"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","glasses","cap","hat","helmet","peak","belt","pbelt","bayonet","moust"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT.paa""];(_this select 0) setObjectTexture [4,""\Data\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BY_General : KMT_BY_Commander
    {
        displayName="Hong Gangster";
        model="\AIA_China\ROC_civZ.p3d";
        hiddenSelections[]={"dressB","dressY","glasses","hat","helmet"};
        weapons[]={UP_Webley,Put,UP_Throw};
        magazines[]={UP_WebleyMag,UP_WebleyMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class KMT_BY_Marshal : KMT_BY_General
    {
        displayName="Qing Gangster";
        model="\AIA_China\ROC_civZ.p3d";
        hiddenSelections[]={"dress","dressB","glasses","cap","helmet","moust"};
        weapons[]={UP_PPK,Put,UP_Throw};
        magazines[]={UP_PPKMag,UP_PPKMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class DTF_DB_Rifle : SoldierEB
    {
        displayName="Rifleman(NE Bandit)";
        model="\AIA_China\ROC_civC.p3d";
            vehicleclass="AIA: (MEN) Chinese Bandits"; 
        hiddenSelections[]={"cap","hat","peak","lbelt","C96HOLSTER","HOLSTER","glasses"};
        weapons[]={UP_Type38,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,Sthg24,Sthg24};

        wounds[]= {
        "\AIA_China\Jak1.paa","\AIA_China\b_jak1.paa",
        "\AIA_China\Jak2.paa","\AIA_China\b_jak2.paa",
        "\AIA_China\Jak3.paa","\AIA_China\b_jak3.paa",
        "\AIA_China\Jak4.paa","\AIA_China\b_jak4.paa",
        "\AIA_China\Jak5.paa","\AIA_China\b_jak5.paa",
        "\AIA_China\Jak7.paa","\AIA_China\b_jak7.paa",

        "\AIA_China\Dat1.paa","\AIA_China\b_dat1.paa",
        "\AIA_China\Dat2.paa","\AIA_China\b_dat2.paa",
        "\AIA_China\Dat3.paa","\AIA_China\b_dat3.paa",
        "\AIA_China\Dat4.paa","\AIA_China\b_dat4.paa",
        "\AIA_China\Dat5.paa","\AIA_China\b_dat5.paa",
        "\AIA_China\Dat7.paa","\AIA_China\b_dat7.paa",

        "\AIA_China\Cos1.paa","\AIA_China\b_cos1.paa",
        "\AIA_China\Cos2.paa","\AIA_China\b_cos2.paa",
        "\AIA_China\Cos3.paa","\AIA_China\b_cos3.paa",
        "\AIA_China\Cos4.paa","\AIA_China\b_cos4.paa",
        "\AIA_China\Cos5.paa","\AIA_China\b_cos5.paa",
        "\AIA_China\Cos7.paa","\AIA_China\b_cos7.paa",

        "\AIA_China\Dak1.paa","\AIA_China\b_dak1.paa",
        "\AIA_China\Dak2.paa","\AIA_China\b_dak2.paa",
        "\AIA_China\Dak3.paa","\AIA_China\b_dak3.paa",
        "\AIA_China\Dak4.paa","\AIA_China\b_dak4.paa",
        "\AIA_China\Dak5.paa","\AIA_China\b_dak5.paa",

        "\AIA_China\Kaj1.paa","\AIA_China\b_kaj1.paa",
        "\AIA_China\Kaj2.paa","\AIA_China\b_kaj2.paa",
        "\AIA_China\Kaj3.paa","\AIA_China\b_kaj3.paa",
        "\AIA_China\Kaj4.paa","\AIA_China\b_kaj4.paa",
        "\AIA_China\Kaj5.paa","\AIA_China\b_kaj5.paa",
        "\AIA_China\Kaj7.paa","\AIA_China\b_kaj7.paa",

        "\AIA_China\CoatB1.paa","\AIA_China\b_coatB1.paa",
        "\AIA_China\CoatB2.paa","\AIA_China\b_coatB2.paa",
        "\AIA_China\CoatG1.paa","\AIA_China\b_coatG1.paa",
        "\AIA_China\CoatG2.paa","\AIA_China\b_coatG2.paa",
        "\AIA_China\CoatT1.paa","\AIA_China\b_coatT1.paa",
        "\AIA_China\CoatT2.paa","\AIA_China\b_coatT2.paa",
        "\AIA_China\CoatY1.paa","\AIA_China\b_coatY1.paa",
        "\AIA_China\CoatY2.paa","\AIA_China\b_coatY2.paa",

        "\AIA_China\ups_body.paa","\AIA_China\ups_body_d.paa",
        "\AIA_China\ups_bodyB.paa","\AIA_China\ups_bodyB_d.paa",
        "\AIA_China\ups_bodyY.paa","\AIA_China\ups_bodyY_d.paa",
        "\AIA_China\ups_jalka.paa","\AIA_China\ups_jalka_d.paa",

        "\fml_civilians\tex\b_nohy_p","\fml_civilians\tex\b_nohy_p_d",
        "\fml_civilians\tex\b_nohy_z","\fml_civilians\tex\b_nohy_z_d",
        "\fml_civilians\tex\b_hrud_p","\fml_civilians\tex\b_hrud_p_d",
        "\fml_civilians\tex\b_zada_z","\fml_civilians\tex\b_zada_z_d"
        };

        hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1};
        hitSound6[]={\AIA_China\Pain\Pain16.wav,db10,1};
        hitSound7[]={\AIA_China\Pain\Pain17.wav,db20,1};
        hitSound8[]={\AIA_China\Pain\Pain18.wav,db20,1};
        hitSound9[]={\AIA_China\Pain\Pain19.wav,db20,1};
        hitSound10[]={\AIA_China\Pain\Pain20.wav,db20,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class DTF_DB_MG : DTF_DB_Rifle
    {
        displayName="MachineGunner(NE Bandit)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_civC.p3d";
        hiddenSelections[]={"cap","furcap","peak","lbelt","C96HOLSTER","HOLSTER","k98pouch","glasses"};
        weapons[]={UP_LMG36,Put,UP_Throw};
        magazines[]={UP_LMG36mag,UP_LMG36mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class DTF_DB_Pistol : DTF_DB_MG
    {
        displayName="Adjutant(NE Bandit)";
        nameSound="officer";
        model="\AIA_China\ROC_civC.p3d";
        hiddenSelections[]={"cap","furcap","hat","lbelt","C96HOLSTER","k98pouch","glasses"};
        weapons[]={UP_BHPP,Put,UP_Throw};
        magazines[]={UP_BHPPmag,UP_BHPPmag,UP_BHPPmag,UP_BHPPmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class DTF_DB_Officer : DTF_DB_Pistol
    {
        displayName="Chieftain(NE Bandit)";
        nameSound="officer";
        model="\AIA_China\ROC_civC.p3d";
        hiddenSelections[]={"furcap","hat","peak","HOLSTER","k98pouch"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class DTF_XN_Rifle : DTF_DB_Rifle
    {
        displayName="Rifleman(SW Bandit)";
        model="\AIA_China\ROC_civ.p3d";
        hiddenSelections[]={"cap","hat","peak","strawhat","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","glasses","goggles","uprise","broad"};
        weapons[]={UP_ZZ24,Put,UP_Throw};
        magazines[]={UP_ZZ24mag,UP_ZZ24mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class DTF_XN_MG : DTF_DB_MG
    {
        displayName="MachineGunner(SW Bandit)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_civ.p3d"; 
        hiddenSelections[]={"cap","hat","peak","turban","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","goggles","uprise","broad"};
        weapons[]={UP_BREN,Put,UP_Throw};
        magazines[]={UP_BRENmag,UP_BRENmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class DTF_XN_SMG : DTF_DB_Pistol
    {
        displayName="SMG Man(SW Bandit)";
        model="\AIA_China\ROC_civ.p3d";
        hiddenSelections[]={"cap","peak","strawhat","turban","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","goggles","uprise","broad"};
        weapons[]={UP_STEN,Put,UP_Throw};
        magazines[]={UP_STENmag,UP_STENmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class DTF_XN_Officer : DTF_DB_Officer
    {
        displayName="Chieftain(SW Bandit)";
        nameSound="officer";
        model="\AIA_China\ROC_civ.p3d";
        hiddenSelections[]={"cap","hat","peak","strawhat","turban","belt","HOLSTER","k98pouch","glasses","uprise"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_Rifle : SoldierGB
    {
        displayName="Rifleman(8RA)";
            vehicleclass="AIA: (MEN) Chinese Army";   
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","sign","saber"};
        weapons[]={UP_Type38B,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24,Sthg24,Sthg24};

        wounds[]= {
        "\AIA_China\Jak1.paa","\AIA_China\b_jak1.paa",
        "\AIA_China\Jak2.paa","\AIA_China\b_jak2.paa",
        "\AIA_China\Jak3.paa","\AIA_China\b_jak3.paa",
        "\AIA_China\Jak4.paa","\AIA_China\b_jak4.paa",
        "\AIA_China\Jak5.paa","\AIA_China\b_jak5.paa",
        "\AIA_China\Jak7.paa","\AIA_China\b_jak7.paa",

        "\AIA_China\Dat1.paa","\AIA_China\b_dat1.paa",
        "\AIA_China\Dat2.paa","\AIA_China\b_dat2.paa",
        "\AIA_China\Dat3.paa","\AIA_China\b_dat3.paa",
        "\AIA_China\Dat4.paa","\AIA_China\b_dat4.paa",
        "\AIA_China\Dat5.paa","\AIA_China\b_dat5.paa",
        "\AIA_China\Dat7.paa","\AIA_China\b_dat7.paa",

        "\AIA_China\Cos1.paa","\AIA_China\b_cos1.paa",
        "\AIA_China\Cos2.paa","\AIA_China\b_cos2.paa",
        "\AIA_China\Cos3.paa","\AIA_China\b_cos3.paa",
        "\AIA_China\Cos4.paa","\AIA_China\b_cos4.paa",
        "\AIA_China\Cos5.paa","\AIA_China\b_cos5.paa",
        "\AIA_China\Cos7.paa","\AIA_China\b_cos7.paa",

        "\AIA_China\Dak1.paa","\AIA_China\b_dak1.paa",
        "\AIA_China\Dak2.paa","\AIA_China\b_dak2.paa",
        "\AIA_China\Dak3.paa","\AIA_China\b_dak3.paa",
        "\AIA_China\Dak4.paa","\AIA_China\b_dak4.paa",
        "\AIA_China\Dak5.paa","\AIA_China\b_dak5.paa",

        "\AIA_China\Kaj1.paa","\AIA_China\b_kaj1.paa",
        "\AIA_China\Kaj2.paa","\AIA_China\b_kaj2.paa",
        "\AIA_China\Kaj3.paa","\AIA_China\b_kaj3.paa",
        "\AIA_China\Kaj4.paa","\AIA_China\b_kaj4.paa",
        "\AIA_China\Kaj5.paa","\AIA_China\b_kaj5.paa",
        "\AIA_China\Kaj7.paa","\AIA_China\b_kaj7.paa",

        "\AIA_China\CoatB1.paa","\AIA_China\b_coatB1.paa",
        "\AIA_China\CoatB2.paa","\AIA_China\b_coatB2.paa",
        "\AIA_China\CoatG1.paa","\AIA_China\b_coatG1.paa",
        "\AIA_China\CoatG2.paa","\AIA_China\b_coatG2.paa",
        "\AIA_China\CoatT1.paa","\AIA_China\b_coatT1.paa",
        "\AIA_China\CoatT2.paa","\AIA_China\b_coatT2.paa",
        "\AIA_China\CoatY1.paa","\AIA_China\b_coatY1.paa",
        "\AIA_China\CoatY2.paa","\AIA_China\b_coatY2.paa",

        "\AIA_China\ups_body.paa","\AIA_China\ups_body_d.paa",
        "\AIA_China\ups_bodyB.paa","\AIA_China\ups_bodyB_d.paa",
        "\AIA_China\ups_bodyY.paa","\AIA_China\ups_bodyY_d.paa",
        "\AIA_China\ups_jalka.paa","\AIA_China\ups_jalka_d.paa",

        "\fml_civilians\tex\b_nohy_p","\fml_civilians\tex\b_nohy_p_d",
        "\fml_civilians\tex\b_nohy_z","\fml_civilians\tex\b_nohy_z_d",
        "\fml_civilians\tex\b_hrud_p","\fml_civilians\tex\b_hrud_p_d",
        "\fml_civilians\tex\b_zada_z","\fml_civilians\tex\b_zada_z_d"
        };

        hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1};
        hitSound6[]={\AIA_China\Pain\Pain11.wav,db10,1};
        hitSound7[]={\AIA_China\Pain\Pain12.wav,db10,1};
        hitSound8[]={\AIA_China\Pain\Pain13.wav,db10,1};
        hitSound9[]={\AIA_China\Pain\Pain14.wav,db10,1};
        hitSound10[]={\AIA_China\Pain\Pain15.wav,db10,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\8RA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_Flag : GCD_BR_Rifle
    {
        displayName="Flagman(8RA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","coatwrist","sign","broad","saber"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\8RA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_MG : GCD_BR_Rifle
    {
        displayName="MachineGunner(8RA)";
        nameSound="machinegunner";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,Sthg24,Sthg24};
    };

    class GCD_BR_Weapon : GCD_BR_MG
    {
        displayName="HeavyGunner(8RA)";
        picture="imortor.paa";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","coatwrist","sign","broad","saber"};
        accuracy=1.500000;
        weaponSlots="16 + 10*256 + 2*4096 + 2 + 4*32";
        weapons[]={BanShou1,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\8RA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_Mortar : GCD_BR_Weapon
    {
        displayName="Mortarman(8RA)";
        weapons[]={KMDLback,Logic1,Put,UP_Throw};
        class UserActions
        {
            class UP_Mortar
            {
                displayName="Deploy Mortar";
                position="renzhong";
                radius=0.250000;
                condition="(this hasweapon""KMDLBack"") and (alive this)";                                                      statement="[this] exec ""\UP_Mortar\Move_Gun\Gun_Set.sqs""";
            };
        };
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\8RA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_SMG : GCD_BR_MG
    {
        displayName="SMG Man(8RA)";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
    };

    class GCD_BR_Pistol : GCD_BR_Rifle
    {
        displayName="Pistol Man(8RA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","cap","helmet","helmetJ","peak","pbelt","medic","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","sign","saber"};
        weapons[]={Broad,UP_C96A,Put,UP_Throw};
        magazines[]={Machete,Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\8RA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_Medic : GCD_BR_Rifle
    {
        displayName="Medic(8RA)";
        picture="\misc\medik.paa";
        nameSound="medic";    
        attendant=1;
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetJ","peak","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\8RA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_Cav : GCD_BR_Rifle
    {
        displayName="Cavalry(8RA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","helmet","helmetJ","peak","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","sign","broad"};
        weapons[]={UP_Type38C,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\8RA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_Officer : GCD_BR_Rifle
    {
        displayName="Officer(8RA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetJ","peak","belt","pbelt","ybelt","medic","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
    };

    class GCD_BR_CavOff : GCD_BR_Officer
    {
        displayName="Cav Officer(8RA)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","helmet","peak","glasses","HOLSTER","sign","rank","kopf"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\8RA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_Commander : GCD_BR_Rifle
    {
        displayName="Commander(8RA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetJ","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","sign","broad","saber"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugerMag,lugerMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\18GA.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BR_General : GCD_BR_Commander
    {
        displayName="General(8RA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetJ","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","sign","broad","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
    };

    class GCD_KL_Rifle : GCD_BR_Rifle
    {
        displayName="Rifleman(NEAJUA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","patch","sign","saber"};
        weapons[]={UP_HY88B,Put,UP_Throw};
        magazines[]={UP_HY88mag,UP_HY88mag,UP_HY88mag,UP_HY88mag,Sthg24,Sthg24,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_Flag : GCD_KL_Rifle
    {
        displayName="Flagman(NEAJUA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","patch","sign","broad","saber"};
        weapons[]={KLAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_MG : GCD_KL_Rifle
    {
        displayName="MachineGunner(NEAJUA)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","cap","hat","helmet","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","patch","sign","broad","saber"};
        weapons[]={UP_LMG36,Put,UP_Throw};
        magazines[]={UP_LMG36mag,UP_LMG36mag,UP_LMG36mag,UP_LMG36mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_Mortar : GCD_BR_Mortar
    {
        displayName="Mortarman(NEAJUA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","helmet","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","patch","sign","broad","saber"};
        weapons[]={KM89back,Logic1,Put,UP_Throw};
        class UserActions
        {
            class UP_Mortar
            {
                displayName="Deploy Mortar";
                position="renzhong";
                radius=0.250000;
                condition="(this hasweapon""KM89Back"") and (alive this)";                                                      statement="[this] exec ""\UP_Mortar\Move_Gun\Gun_Set.sqs""";
            };
        };
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_SMG : GCD_KL_MG
    {
        displayName="SMG Man(NEAJUA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","furcap","hat","helmet","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","patch","sign","broad","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeH.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_Pistol : GCD_KL_Rifle
    {
        displayName="Pistol Man(NEAJUA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","budyonovka","cap","furcap","helmet","peak","pbelt","medic","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","patch","sign","saber"};
        weapons[]={Broad,UP_C96A,Put,UP_Throw};
        magazines[]={Machete,Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_Medic : GCD_BR_Medic
    {
        displayName="Medic(NEAJUA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","budyonovka","cap","hat","helmet","peak","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","patch","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_Cav : GCD_KL_Rifle
    {
        displayName="Cavalry(NEAJUA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","budyonovka","cap","hat","helmet","peak","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","patch","sign","broad"};
        weapons[]={UP_HY88C,Put,UP_Throw};
        magazines[]={UP_HY88mag,UP_HY88mag,UP_HY88mag,UP_HY88mag,Sthg24,saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_Officer : GCD_BR_Officer
    {
        displayName="Officer(NEAJUA)";
        nameSound="officer";
        model="\AIA_China\ROC_offBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","furcap","hat","helmet","peak","pbelt","bayonet","gear","glasses","patch","sign","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeH.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_CavOff : GCD_BR_CavOff
    {
        displayName="Cav Officer(NEAJUA)";
        nameSound="officer";
        model="\AIA_China\ROC_offBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","furcap","helmet","peak","gear","glasses","patch","sign"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_Commander : GCD_BR_Commander
    {
        displayName="Commander(NEAJUA)";
        nameSound="officer";
        model="\AIA_China\ROC_genBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","furcap","helmet","peak","pbelt","bayonet","gear","patch","sign","saber"};
        weapons[]={UP_Nagant,Binocular,Put,UP_Throw};
        magazines[]={UP_NagantMag,UP_NagantMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_KL_General : GCD_BR_General
    {
        displayName="General(NEAJUA)";
        nameSound="officer";
        model="\AIA_China\ROC_genBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","peak","lbelt","pbelt","HOLSTER","bayonet","patch","sign","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\DBKL.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge17.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_Rifle : GCD_BR_Rifle
    {
        displayName="Rifleman(NEDUA)";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","sign","broad","saber"};
        weapons[]={UP_Type38B,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_Flag : GCD_MZ_Rifle
    {
        displayName="Flagman(NEDUA)";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","sign","broad","saber"};
        weapons[]={PLAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_MG : GCD_MZ_Rifle
    {
        displayName="MachineGunner(NEDUA)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","sign","broad","saber"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_Mortar : GCD_BR_Mortar
    {
        displayName="Mortarman(NEDUA)";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_SMG : GCD_MZ_MG
    {
        displayName="SMG Man(NEDUA)";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","hat","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","mp40pouch","gbag","grenade","bayonet","sign","broad","saber"};
        weapons[]={UP_PPSHA,Put,UP_Throw};
        magazines[]={UP_PPSHAmag,UP_PPSHAmag,UP_PPSHAmag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_Pistol : GCD_MZ_Rifle
    {
        displayName="Pistol Man(NEDUA)";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","helmet","peak","pbelt","medic","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","sign","broad","saber"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_Medic : GCD_BR_Medic
    {
        displayName="Medic(NEDUA)";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_Cav : GCD_MZ_Rifle
    {
        displayName="Cavalry(NEDUA)";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","furcap","helmet","peak","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","sign","broad"};
        weapons[]={UP_Type38C,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_Officer : GCD_BR_Officer
    {
        displayName="Officer(NEDUA)";
        nameSound="officer";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","belt","pbelt","ybelt","medic","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_CavOff : GCD_BR_CavOff
    {
        displayName="Cav Officer(NEDUA)";
        nameSound="officer";
        model="\AIA_China\ROC_OffYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","furcap","helmet","peak","gear","glasses","sign"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_Commander : GCD_BR_Commander
    {
        displayName="Commander(NEDUA)";
        nameSound="officer";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","helmet","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","sign","broad","saber"};
        weapons[]={UP_P38,Binocular,Put,UP_Throw};
        magazines[]={UP_P38Mag,UP_P38Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MZ_General : GCD_BR_General
    {
        displayName="General(NEDUA)";
        nameSound="officer";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","furcap","helmet","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\MZLJ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_XS_Rifle : GCD_BR_Rifle
    {
        displayName="Rifleman(N4A)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","uprise","sign","saber"};
        weapons[]={UP_Type38B,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N4A.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_XS_Flag : GCD_XS_Rifle
    {
        displayName="Flagman(N4A)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","coatwrist","uprise","sign","broad","saber"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N4A.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_XS_MG : GCD_XS_Rifle
    {
        displayName="MachineGunner(N4A)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_LMG36,Put,UP_Throw};
        magazines[]={UP_LMG36mag,UP_LMG36mag,UP_LMG36mag,UP_LMG36mag,Sthg24,Sthg24};
    };

    class GCD_XS_Mortar : GCD_KL_Mortar
    {
        displayName="Mortarman(N4A)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","coatwrist","uprise","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N4A.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_XS_SMG : GCD_XS_MG
    {
        displayName="SMG Man(N4A)";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
    };

    class GCD_XS_Pistol : GCD_XS_Rifle
    {
        displayName="Pistol Man(N4A)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","cap","helmet","helmetF","peak","pbelt","medic","police","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","uprise","sign","saber"};
        weapons[]={Broad,UP_C96A,Put,UP_Throw};
        magazines[]={Machete,Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N4A.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_XS_Medic : GCD_KL_Medic
    {
        displayName="Medic(N4A)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","ybelt","police","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N4A.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_XS_Cav : GCD_XS_Rifle
    {
        displayName="Cavalry(N4A)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","helmet","helmetF","peak","lbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","uprise","sign","broad"};
        weapons[]={UP_Type38C,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N4A.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_XS_Officer : GCD_XS_Rifle
    {
        displayName="Officer(N4A)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","belt","pbelt","ybelt","medic","police","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
    };

    class GCD_XS_CavOff : GCD_XS_Officer
    {
        displayName="Cav Officer(N4A)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","helmet","peak","glasses","police","HOLSTER","uprise","sign","rank","kopf"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\N4A.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_XS_Commander : GCD_XS_Rifle
    {
        displayName="Commander(N4A)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","belt","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugerMag,lugerMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\XSJ.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_XS_General : GCD_XS_Commander
    {
        displayName="General(N4A)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","belt","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
    };

    class GCD_JS_Rifle : GCD_XS_Rifle
    {
        displayName="Rifleman(SXNA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","uprise","sign","broad","saber"};
        weapons[]={UP_Type38,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JS_Flag : GCD_JS_Rifle
    {
        displayName="Flagman(SXNA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","uprise","sign","broad","saber"};
        weapons[]={NRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JS_MG : GCD_JS_Rifle
    {
        displayName="MachineGunner(SXNA)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JS_Mortar : GCD_XS_Mortar
    {
        displayName="Mortarman(SXNA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","pack","uprise","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JS_SMG : GCD_JS_MG
    {
        displayName="SMG Man(SXNA)";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_MP41,Put,UP_Throw};
        magazines[]={UP_MP41mag,UP_MP41mag,UP_MP41mag,UP_MP41mag,UP_MP41mag,UP_MP41mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JS_Pistol : GCD_JS_Rifle
    {
        displayName="Pistol Man(SXNA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","cap","helmet","helmetF","peak","pbelt","medic","police","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","uprise","sign","saber"};
        weapons[]={Broad,UP_C96A,Put,UP_Throw};
        magazines[]={Machete,Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JS_Medic : GCD_XS_Medic
    {
        displayName="Medic(SXNA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","helmetF","peak","ybelt","police","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge3.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JS_Officer : GCD_XS_Officer
    {
        displayName="Officer(SXNA)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","police","HOLSTER","uprise","bayonet","sign","rank","saber","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge9.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JS_Commander : GCD_JS_Officer
    {
        displayName="Commander(SXNA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","helmet","peak","glasses","police","C96HOLSTER","uprise","bayonet","sign","rank","saber","kopf"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge13.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JS_General : GCD_JS_Commander
    {
        displayName="General(SXNA)";
        nameSound="officer";
        model="\AIA_China\ROC_genB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","peak","uprise","bayonet","sign","rank","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\JSD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge15.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badge.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JF_Rifle : GCD_BR_Rifle
    {
        displayName="Rifleman(PLA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","sign","broad","saber"};
        weapons[]={UP_ZZ24B,Put,UP_Throw};
        magazines[]={UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,UP_ZZ24mag,Sthg24,Sthg24,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge19.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeJ.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JF_Flag : GCD_JF_Rifle
    {
        displayName="Flagman(PLA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","coatwrist","sign","broad","saber"};
        weapons[]={PLAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge19.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeJ.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JF_MG : GCD_JF_Rifle
    {
        displayName="MachineGunner(PLA)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,Sthg24,Sthg24};
    };

    class GCD_JF_Mortar : GCD_BR_Mortar
    {
        displayName="Mortarman(PLA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","coatwrist","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge19.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeJ.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JF_SMG : GCD_JF_MG
    {
        displayName="SMG Man(PLA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_THOM,Put,UP_Throw};
        magazines[]={UP_THOMmag,UP_THOMmag,UP_THOMmag,UP_THOMmag,Sthg24,Sthg24};
    };

    class GCD_JF_Medic : GCD_BR_Medic
    {
        displayName="Medic(PLA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge19.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeJ.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JF_Cav : GCD_JF_Rifle
    {
        displayName="Cavalry(PLA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","hat","helmet","peak","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","sign","broad"};
        weapons[]={UP_Type38C,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge19.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeJ.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JF_Officer : GCD_JF_Rifle
    {
        displayName="Officer(PLA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","belt","pbelt","ybelt","medic","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
    };

    class GCD_JF_CavOff : GCD_BR_CavOff
    {
        displayName="Cav Officer(PLA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","hat","helmet","peak","glasses","HOLSTER","sign","rank","kopf"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge19.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeJ.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_JF_Commander : GCD_JF_Rifle
    {
        displayName="Commander(PLA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_P38,Binocular,Put,UP_Throw};
        magazines[]={UP_P38Mag,UP_P38Mag};
    };

    class GCD_JF_General : GCD_JF_Commander
    {
        displayName="General(PLA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","sign","broad","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
    };

    class GCD_HJ_Rifle : GCD_XS_Rifle
    {
        displayName="Rifleman(CRA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","uprise","sign","saber"};
        weapons[]={UP_HY88B,Put,UP_Throw};
        magazines[]={UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,Sthg24,Sthg24,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeH.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_HJ_Flag : GCD_HJ_Rifle
    {
        displayName="Flagman(CRA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","coatwrist","uprise","sign","broad","saber"};
        weapons[]={CRAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeH.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_HJ_MG : GCD_HJ_Rifle
    {
        displayName="MachineGunner(CRA)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetF","peak","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","coatwrist","uprise","sign","broad","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag,Sthg24,Sthg24};
    };

    class GCD_HJ_SMG : GCD_HJ_MG
    {
        displayName="SMG Man(CRA)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetF","peak","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
    };

    class GCD_HJ_Pistol : GCD_HJ_Rifle
    {
        displayName="Pistol Man(CRA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","hat","helmet","helmetF","peak","pbelt","medic","police","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","uprise","sign","saber"};
        weapons[]={Broad,UP_C96,Put,UP_Throw};
        magazines[]={Machete,Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeH.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_HJ_Medic : GCD_XS_Medic
    {
        displayName="Medic(CRA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetF","peak","ybelt","police","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","uprise","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeH.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_HJ_Cav : GCD_HJ_Rifle
    {
        displayName="Cavalry(CRA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","hat","helmet","helmetF","peak","lbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","uprise","sign","broad"};
        weapons[]={UP_HY88C,Put,UP_Throw};
        magazines[]={UP_HY88mag,UP_HY88mag,UP_HY88mag,UP_HY88mag,Sthg24,saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeH.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_HJ_Officer : GCD_HJ_Rifle
    {
        displayName="Officer(CRA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetF","peak","belt","pbelt","ybelt","medic","police","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
    };

    class GCD_HJ_CavOff : GCD_HJ_Officer
    {
        displayName="Cav Officer(CRA)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","hat","helmet","peak","glasses","police","HOLSTER","uprise","sign","rank","kopf"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeH.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_HJ_Commander : GCD_HJ_Rifle
    {
        displayName="Commander(CRA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetF","peak","belt","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugerMag,lugerMag};
    };

    class GCD_HJ_General : GCD_HJ_Commander
    {
        displayName="General(CRA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetF","peak","belt","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","gear","coatwrist","pack","uprise","sign","broad","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
    };

    class GCD_QY_Rifle : GCD_XS_Rifle
    {
        displayName="Rifleman(Uprise)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","broad","saber"};
        weapons[]={UP_HY88,Put,UP_Throw};
        magazines[]={UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,UP_HY88Mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_QY_Flag : GCD_QY_Rifle
    {
        displayName="Flagman(Uprise)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","sign","broad","saber"};
        weapons[]={URAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_QY_MG : GCD_QY_Rifle
    {
        displayName="MachineGunner(Uprise)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","sign","broad","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag,UP_Lewismag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_QY_SMG : GCD_QY_MG
    {
        displayName="SMG Man(Uprise)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","sign","broad","saber"};
        weapons[]={Wbt_Tommy,Put,UP_Throw};
        magazines[]={Wbt_TommyDrumMag,Wbt_TommyDrumMag,Wbt_TommyDrumMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_QY_Pistol : GCD_QY_Rifle
    {
        displayName="Pistol Man(Uprise)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","pbelt","medic","police","HOLSTER","MGbox","k98pouch","mp40pouch","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_QY_Medic : GCD_XS_Medic
    {
        displayName="Medic(Uprise)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetF","ybelt","police","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_QY_Officer : GCD_XS_Officer
    {
        displayName="Officer(Uprise)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","glasses","police","HOLSTER","sign","rank","saber","kopf"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_QY_Commander : GCD_QY_Officer
    {
        displayName="Commander(Uprise)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","glasses","police","C96HOLSTER","sign","rank","saber","kopf"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_QY_General : GCD_QY_Commander
    {
        displayName="General(Uprise)";
        nameSound="officer";
        model="\AIA_China\ROC_genB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","sign","rank","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarB.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Worker : GCD_QY_Pistol
    {
        displayName="Worker(Red Guards)";
            vehicleclass="AIA: (MEN) Chinese Irregulars"; 
        model="\AIA_China\ROC_civB.p3d";
        hiddenSelections[]={"cap","hat","strawhat","turban","sash","HOLSTER","k98pouch","glasses","broad"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Woman : GCD_CW_Worker
    {
        displayName="Woman(Red Guards)";
        model="\AIA_China\ROC_civFB.p3d";
        woman=1;
        hiddenSelections[]={};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};

        wounds[]= {
        "\AIA_China\femE1.pac","\AIA_China\femE1_d.pac",
        "\AIA_China\femE2.pac","\AIA_China\femE2_d.pac",
        "\AIA_China\femE3.pac","\AIA_China\femE3_d.pac",
        "\AIA_China\femE4.pac","\AIA_China\femE4_d.pac",
        "\AIA_China\femE5.pac","\AIA_China\femE5_d.pac",
        "\AIA_China\fpants.pac","\AIA_China\fpants_d.pac",
        "\AIA_China\saia.pac","\AIA_China\saia_d.pac"
        };

        hitSound1[]={\AIA_China\Pain\Pain21.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain22.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain23.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain24.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain25.wav,db20,1};
        hitSound6[]={\AIA_China\Pain\Pain26.wav,db20,1};
        hitSound7[]={\AIA_China\Pain\Pain27.wav,db20,1};
        hitSound8[]={\AIA_China\Pain\Pain28.wav,db20,1};
        hitSound9[]={\AIA_China\Pain\Pain29.wav,db20,1};
        hitSound10[]={\AIA_China\Pain\Pain30.wav,db20,1};

        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Girl : GCD_CW_Woman
    {
        displayName="Girl(Red Guards)";
        model="\AIA_China\ROC_civFR.p3d";
        woman=1;
        hiddenSelections[]={"lbelt","pbelt","C96HOLSTER"};
        weapons[]={UP_HY88C,Put,UP_Throw};
        magazines[]={UP_HY88mag,UP_HY88mag};
        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Villager : GCD_CW_Worker
    {
        displayName="Villager(Red Guards)";  
        hiddenSelections[]={"cap","hat","peak","strawhat","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","shank"};
        weapons[]={Broad,Put,UP_Throw};
        magazines[]={Machete,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Fisherman : GCD_CW_Villager
    {
        displayName="Fisherman(Red Guards)";  
        hiddenSelections[]={"cap","hat","peak","turban","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses"};
        weapons[]={CWDFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Herdsman : GCD_CW_Fisherman
    {
        displayName="Herdsman(Red Guards)";  
        model="\AIA_China\ROC_civY.p3d";
        hiddenSelections[]={"cap","hat","peak","turban","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","broad"};
        weapons[]={Spear,Put,UP_Throw};
        magazines[]={Lance,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Peasant : GCD_CW_Herdsman
    {
        displayName="Peasant(Red Guards)";
        hiddenSelections[]={"cap","hat","strawhat","peak","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","broad"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Citizen : GCD_CW_Peasant
    {
        displayName="Citizen(Red Guards)";
        model="\AIA_China\ROC_civ.p3d";
        hiddenSelections[]={"cap","hat","peak","turban","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","glasses","goggles","broad"};
        weapons[]={UP_HY88,Put,UP_Throw};
        magazines[]={UP_HY88Mag,UP_HY88Mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Montagnard : GCD_CW_Citizen
    {
        displayName="Montagnard(Red Guards)";
        model="\AIA_China\ROC_civ.p3d";
        hiddenSelections[]={"cap","hat","peak","strawhat","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","glasses","goggles"};
        weapons[]={UP_Leb,Put,UP_Throw};
        magazines[]={UP_LebMag,UP_LebMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_CW_Student : GCD_CW_Montagnard
    {
        displayName="Student(Red Guards)";
        model="\AIA_China\ROC_civ.p3d";
        hiddenSelections[]={"cap","hat","strawhat","turban","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","k98pouch","glasses","goggles","broad"};
        weapons[]={UP_Nagant,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_NagantMag,UP_NagantMag,UP_NagantMag,UP_NagantMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MB_Rifle : GCD_CW_Student
    {
        displayName="Rifleman(Militia)";
        model="\AIA_China\ROC_civY.p3d";
        hiddenSelections[]={"cap","hat","strawhat","turban","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","glasses","uprise"};
        weapons[]={UP_Type38,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MB_MG : GCD_MB_Rifle
    {
        displayName="MachineGunner(Militia)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_civY.p3d";
        hiddenSelections[]={"cap","hat","turban","peak","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","k98pouch","glasses","uprise","broad"};
        weapons[]={UP_LMG36,Put,UP_Throw};
        magazines[]={UP_LMG36mag,UP_LMG36mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MB_Officer : GCD_MB_MG
    {
        displayName="Leader(Militia)";
        nameSound="officer";
        model="\AIA_China\ROC_civY.p3d";
        hiddenSelections[]={"cap","strawhat","turban","peak","sash","HOLSTER","k98pouch","glasses","uprise","shank"};
        weapons[]={Broad,UP_C96A,Put,UP_Throw};
        magazines[]={Machete,UP_C96AMag,UP_C96AMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_MB_Woman : GCD_CW_Woman
    {
        displayName="Woman(Militia)";
        model="\AIA_China\ROC_civFB.p3d";
        woman=1;
        hiddenSelections[]={"lbelt","pbelt","C96HOLSTER","uprise"};
        weapons[]={UP_Type38C,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag};
        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_YJ_Rifle : GCD_MB_Rifle
    {
        displayName="Rifleman(Guerilla)";
        model="\AIA_China\ROC_civB.p3d";
        hiddenSelections[]={"cap","hat","peak","strawhat","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","glasses","uprise"};
        weapons[]={UP_HY88,Put,UP_Throw};
        magazines[]={UP_HY88Mag,UP_HY88Mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_YJ_MG : GCD_MB_MG
    {
        displayName="MachineGunner(Guerilla)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_civB.p3d";
        hiddenSelections[]={"cap","hat","peak","turban","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","k98pouch","glasses","uprise","broad"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_LewisMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_YJ_Officer : GCD_MB_Officer
    {
        displayName="Leader(Guerilla)";
        nameSound="officer";
        model="\AIA_China\ROC_civB.p3d";
        hiddenSelections[]={"cap","peak","strawhat","turban","sash","HOLSTER","k98pouch","glasses","uprise","shank"};
        weapons[]={Broad,UP_C96A,Put,UP_Throw};
        magazines[]={Machete,UP_C96AMag,UP_C96AMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_YJ_Girl : GCD_MB_Woman
    {
        displayName="Girl(Guerilla)";
        model="\AIA_China\ROC_civFR.p3d";
        woman=1;
        hiddenSelections[]={"uprise"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BY_Pistol : GCD_YJ_Officer
    {
        displayName="Scout";
        model="\AIA_China\ROC_civZ.p3d";
        hiddenSelections[]={"dress","dressB","glasses","hat","helmet","moust"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [2,""\AIA_China\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BY_Officer : GCD_BY_Pistol
    {
        displayName="Intelligencer";
        model="\AIA_China\ROC_civS.p3d";
        hiddenSelections[]={"glasses","hat","peak"};
        weapons[]={UP_PPK,Put,UP_Throw};
        magazines[]={UP_PPKmag,UP_PPKmag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BY_Commander : GCD_BY_Officer
    {
        displayName="Railman";
        model="\AIA_China\ROC_genT.p3d"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","glasses","cap","hat","helmet","sidecap","belt","pbelt","bayonet","moust","patch"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BY_General : GCD_BY_Commander
    {
        displayName="Cadre";
        model="\AIA_China\ROC_genT.p3d"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","glasses","hat","helmet","peak","sidecap","belt","pbelt","bayonet","moust","patch"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BY_Marshal : GCD_BY_General
    {
        displayName="Democrat";
        model="\AIA_China\ROC_civZ.p3d";
        hiddenSelections[]={"dress","dressY","glasses","cap","hat"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class GCD_BY_Gammer : GCD_YJ_Girl
    {
        displayName="Gammer";
        model="\AIA_China\ROC_civF.p3d";
        woman=1;
        hiddenSelections[]={};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_Rifle : SoldierEB
    {
        displayName="Rifleman(WWA)";
            vehicleclass="AIA: (MEN) Chinese Puppet Army";    
        model="\AIA_China\ROC_inf.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","helmetC","peak","bag","lbelt","pbelt","ybelt","medic","C96HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","saber"};
        weapons[]={UP_K98Kc,Put,UP_Throw};
        magazines[]={UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,UP_K98Kmag,Sthg24,Sthg24};

        wounds[]= {
        "\AIA_China\Jak1.paa","\AIA_China\b_jak1.paa",
        "\AIA_China\Jak2.paa","\AIA_China\b_jak2.paa",
        "\AIA_China\Jak3.paa","\AIA_China\b_jak3.paa",
        "\AIA_China\Jak4.paa","\AIA_China\b_jak4.paa",
        "\AIA_China\Jak5.paa","\AIA_China\b_jak5.paa",
        "\AIA_China\Jak7.paa","\AIA_China\b_jak7.paa",

        "\AIA_China\Dat1.paa","\AIA_China\b_dat1.paa",
        "\AIA_China\Dat2.paa","\AIA_China\b_dat2.paa",
        "\AIA_China\Dat3.paa","\AIA_China\b_dat3.paa",
        "\AIA_China\Dat4.paa","\AIA_China\b_dat4.paa",
        "\AIA_China\Dat5.paa","\AIA_China\b_dat5.paa",
        "\AIA_China\Dat7.paa","\AIA_China\b_dat7.paa",

        "\AIA_China\Cos1.paa","\AIA_China\b_cos1.paa",
        "\AIA_China\Cos2.paa","\AIA_China\b_cos2.paa",
        "\AIA_China\Cos3.paa","\AIA_China\b_cos3.paa",
        "\AIA_China\Cos4.paa","\AIA_China\b_cos4.paa",
        "\AIA_China\Cos5.paa","\AIA_China\b_cos5.paa",
        "\AIA_China\Cos7.paa","\AIA_China\b_cos7.paa",

        "\AIA_China\Dak1.paa","\AIA_China\b_dak1.paa",
        "\AIA_China\Dak2.paa","\AIA_China\b_dak2.paa",
        "\AIA_China\Dak3.paa","\AIA_China\b_dak3.paa",
        "\AIA_China\Dak4.paa","\AIA_China\b_dak4.paa",
        "\AIA_China\Dak5.paa","\AIA_China\b_dak5.paa",

        "\AIA_China\Kaj1.paa","\AIA_China\b_kaj1.paa",
        "\AIA_China\Kaj2.paa","\AIA_China\b_kaj2.paa",
        "\AIA_China\Kaj3.paa","\AIA_China\b_kaj3.paa",
        "\AIA_China\Kaj4.paa","\AIA_China\b_kaj4.paa",
        "\AIA_China\Kaj5.paa","\AIA_China\b_kaj5.paa",
        "\AIA_China\Kaj7.paa","\AIA_China\b_kaj7.paa",

        "\AIA_China\CoatB1.paa","\AIA_China\b_coatB1.paa",
        "\AIA_China\CoatB2.paa","\AIA_China\b_coatB2.paa",
        "\AIA_China\CoatG1.paa","\AIA_China\b_coatG1.paa",
        "\AIA_China\CoatG2.paa","\AIA_China\b_coatG2.paa",
        "\AIA_China\CoatT1.paa","\AIA_China\b_coatT1.paa",
        "\AIA_China\CoatT2.paa","\AIA_China\b_coatT2.paa",
        "\AIA_China\CoatY1.paa","\AIA_China\b_coatY1.paa",
        "\AIA_China\CoatY2.paa","\AIA_China\b_coatY2.paa",

        "\AIA_China\ups_body.paa","\AIA_China\ups_body_d.paa",
        "\AIA_China\ups_bodyB.paa","\AIA_China\ups_bodyB_d.paa",
        "\AIA_China\ups_bodyY.paa","\AIA_China\ups_bodyY_d.paa",
        "\AIA_China\ups_jalka.paa","\AIA_China\ups_jalka_d.paa",

        "\fml_civilians\tex\b_nohy_p","\fml_civilians\tex\b_nohy_p_d",
        "\fml_civilians\tex\b_nohy_z","\fml_civilians\tex\b_nohy_z_d",
        "\fml_civilians\tex\b_hrud_p","\fml_civilians\tex\b_hrud_p_d",
        "\fml_civilians\tex\b_zada_z","\fml_civilians\tex\b_zada_z_d"
        };

        hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1};
        hitSound6[]={\AIA_China\Pain\Pain16.wav,db10,1};
        hitSound7[]={\AIA_China\Pain\Pain17.wav,db20,1};
        hitSound8[]={\AIA_China\Pain\Pain18.wav,db20,1};
        hitSound9[]={\AIA_China\Pain\Pain19.wav,db20,1};
        hitSound10[]={\AIA_China\Pain\Pain20.wav,db20,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_Flag : WZF_WW_Rifle
    {
        displayName="Flagman(WWA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","lbelt","pbelt","ybelt","bag","medic","C96HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","sign","saber"};
        weapons[]={WWAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_MG : WZF_WW_Rifle
    {
        displayName="MachineGunner(WWA)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","helmetC","peak","bag","lbelt","pbelt","medic","C96HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","pack","sign","saber"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_Mortar : WZF_WW_MG
    {
        displayName="Mortarman(WWA)";
        picture="imortor.paa";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","bag","lbelt","pbelt","medic","C96HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","sign","saber"};
        accuracy=1.500000;
        weaponSlots="16 + 10*256 + 2*4096 + 2 + 4*32";
        weapons[]={KM27back,Logic1,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24};
        class UserActions
        {
            class UP_Mortar
            {
                displayName="Deploy Mortar";
                position="renzhong";
                radius=0.250000;
                condition="(this hasweapon""KM27Back"") and (alive this)";                                          statement="[this] exec ""\UP_Mortar\Move_Gun\Gun_Set.sqs""";
            };
        };
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_SMG : WZF_WW_MG
    {
        displayName="SMG Man(WWA)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","helmetC","peak","bag","lbelt","pbelt","medic","C96HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","pack","sign","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_Pistol : WZF_WW_Rifle
    {
        displayName="Pistol Man(WWA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmetC","peak","bag","pbelt","medic","MGbox","mp40pouch","k98pouch","grenade","bayonet","pack","sign","saber"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_Medic : WZF_WW_Rifle
    {
        displayName="Medic(WWA)";
        picture="\misc\medik.paa";
        nameSound="medic";    
        attendant=1;
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","helmetC","peak","bag","ybelt","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","pack","sign","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarGD.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarGD.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_Officer : WZF_WW_Rifle
    {
        displayName="Officer(WWA)";
        nameSound="officer";
        model="\AIA_China\ROC_off.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","peak","glasses","HOLSTER","bag","sign","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG10.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG10.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge10.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_Commander : WZF_WW_Officer
    {
        displayName="Commander(WWA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","helmet","peak","glasses","C96HOLSTER","bag","sign","saber"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG13.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG13.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge13.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_General : WZF_WW_Commander
    {
        displayName="General(WWA)";
        nameSound="officer";
        model="\AIA_China\ROC_genG.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","peak","medal0","medal1","medal2","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarG16.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarG16.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\HPJG.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge16.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WW_Marshal : WZF_WW_General
    {
        displayName="Marshal(WWA)";
        nameSound="officer";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","peak","medal0","saber"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collar26.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collar26.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeW.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_Rifle : WZF_WW_Rifle
    {
        displayName="Rifleman(HXA)";
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetJ","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","sign","broad","saber"};
        weapons[]={UP_Type38,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY1.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge1.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_Flag : WZF_HX_Rifle
    {
        displayName="Flagman(HXA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetJ","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","pack","sign","broad","saber"};
        weapons[]={HXAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY5.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge5.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_MG : WZF_HX_Rifle
    {
        displayName="MachineGunner(HXA)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetJ","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_ZB26,Put,UP_Throw};
        magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_Mortar : WZF_WW_Mortar
    {
        displayName="Mortarman(HXA)";
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetJ","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","pack","sign","broad","saber"};
        weapons[]={KMDLback,Logic1,Put,UP_Throw};
        class UserActions
        {
            class UP_Mortar
            {
                displayName="Deploy Mortar";
                position="renzhong";
                radius=0.250000;
                condition="(this hasweapon""KMDLBack"") and (alive this)";                                          statement="[this] exec ""\UP_Mortar\Move_Gun\Gun_Set.sqs""";
            };
        };
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY2.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge2.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_SMG : WZF_HX_MG
    {
        displayName="SMG Man(HXA)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetJ","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY6.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge6.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_Pistol : WZF_HX_Rifle
    {
        displayName="Pistol Man(HXA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetJ","pbelt","medic","HOLSTER","mp40pouch","k98pouch","MGbox","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY4.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge4.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_Medic : WZF_WW_Medic
    {
        displayName="Medic(HXA)";
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","helmetJ","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarYD.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarYD.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeD.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_Cav : WZF_HX_Rifle
    {
        displayName="Cavalry(HXA)";
        model="\AIA_China\ROC_infYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","furcap","hat","helmet","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","sign","broad"};
        weapons[]={UP_Type38C,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarYC.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarYC.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeC.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_Officer : WZF_HX_Rifle
    {
        displayName="Officer(HXA)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","HOLSTER","sign","rank","saber","kopf"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY8.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY8.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge8.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_CavOff : WZF_HX_Officer
    {
        displayName="Cav Officer(HXA)";
        nameSound="officer";
        model="\AIA_China\ROC_offYC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","bayonet","cap","furcap","hat","helmet","gear","glasses","sign"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarYCO.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarYCO.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badgeCO.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_Commander : WZF_HX_Officer
    {
        displayName="Commander(HXA)";
        nameSound="officer";
        hiddenSelections[]=
{"zuoling","youling","bizhang","xiongzhang","badge","cap","hat","helmet","glasses","C96HOLSTER","sign","rank","saber","kopf"};
        weapons[]={otwM1911A1,Binocular,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY12.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY12.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge12.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HX_General : WZF_HX_Commander
    {
        displayName="General(HXA)";
        nameSound="officer";
        model="\AIA_China\ROC_genY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","sign","rank","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY16.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY16.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge16.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_Rifle : WZF_HX_Rifle
    {
        displayName="Rifleman(WMA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","budyonovka","cap","furcap","hat","helmet","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","broad","saber"};
        weapons[]={UP_Type38,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,JAPgrenade1,JAPgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_Flag : WZF_WM_Rifle
    {
        displayName="Flagman(WMA)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","budyonovka","cap","furcap","hat","helmet","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","broad","saber"};
        weapons[]={WMAFlag,Put,UP_Throw};
        magazines[]={strokegun,JAPgrenade1,JAPgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank5.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_MG : WZF_WM_Rifle
    {
        displayName="MachineGunner(WMA)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","budyonovka","cap","furcap","hat","helmet","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","grenade","bayonet","coatwrist","broad","saber"};
        weapons[]={UP_LMG36,Put,UP_Throw};
        magazines[]={UP_LMG36mag,UP_LMG36mag,UP_LMG36mag,UP_LMG36mag,UP_LMG36mag,UP_LMG36mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_Mortar : WZF_HX_Mortar
    {
        displayName="Mortarman(WMA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","budyonovka","cap","furcap","hat","helmet","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","gbag","MGbox","bayonet","broad","saber"};
        weapons[]={KM89back,Logic1,Put,UP_Throw};
        class UserActions
        {
            class UP_Mortar
            {
                displayName="Deploy Mortar";
                position="renzhong";
                radius=0.250000;
                condition="(this hasweapon""KM89Back"") and (alive this)";                                          statement="[this] exec ""\UP_Mortar\Move_Gun\Gun_Set.sqs""";
            };
        };
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank2.paa""];_this exec""\UP_Mortar\Move_Gun\AImove.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_SMG : WZF_WM_MG
    {
        displayName="SMG Man(WMA)";
        nameSound="machinegunner";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","budyonovka","cap","furcap","hat","helmet","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","broad","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,JAPgrenade1,JAPgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_Pistol : WZF_WM_Rifle
    {
        displayName="Pistol Man(WMA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","budyonovka","cap","furcap","hat","helmet","pbelt","medic","MGbox","HOLSTER","mp40pouch","k98pouch","grenade","bayonet","coatwrist","broad","saber"};
        weapons[]={UP_C96A,Put,UP_Throw};
        magazines[]={JAPgrenade1,JAPgrenade1,UP_C96AMag,UP_C96AMag,UP_C96AMag,UP_C96AMag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_Medic : WZF_HX_Medic
    {
        displayName="Medic(WMA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","budyonovka","cap","furcap","hat","helmet","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_Cav : WZF_WM_Rifle
    {
        displayName="Cavalry(WMA)";
        model="\AIA_China\ROC_infBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","sign","budyonovka","cap","furcap","hat","helmet","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","bayonet","broad"};
        weapons[]={UP_Type38C,Put,UP_Throw};
        magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,JAPgrenade1,saber,JAPgrenade1};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [6,""\AIA_Japan\rank3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_Officer : WZF_WM_Rifle
    {
        displayName="Officer(WMA)";
        nameSound="officer";
        model="\AIA_China\ROC_offBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","furcap","hat","helmet","glasses","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank10.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_CavOff : WZF_WM_Officer
    {
        displayName="Cav Officer(WMA)";
        nameSound="officer";
        model="\AIA_China\ROC_offBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","sign","cap","furcap","hat","helmet","glasses","bayonet"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [6,""\AIA_Japan\rank9.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_Commander : WZF_WM_Officer
    {
        displayName="Commander(WMA)";
        nameSound="officer";
        model="\AIA_China\ROC_genBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","furcap","hat","helmet"};
        weapons[]={nambu1,Binocular,Put,UP_Throw};
        magazines[]={nambu1mag,nambu1mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank13.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_WM_General : WZF_WM_Commander
    {
        displayName="General(WMA)";
        nameSound="officer";
        model="\AIA_China\ROC_genBC.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","furcap","hat","helmet","HOLSTER"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarM.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_Japan\rank16.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HJ_Officer : WZF_HX_Officer
    {
        displayName="Plain Clothes";
            vehicleclass="AIA: (MEN) Chinese Irregulars"; 
        model="\AIA_China\ROC_civ.p3d";
        hiddenSelections[]={"hat","peak","strawhat","turban","belt","sash","HOLSTER","k98pouch","uprise","goggles","broad"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HJ_Commander : WZF_HJ_Officer
    {
        displayName="Translator";
        model="\AIA_China\ROC_civY.p3d";
        hiddenSelections[]={"hat","peak","strawhat","turban","belt","sash","C96HOLSTER","k98pouch","uprise","broad"};
        weapons[]={nambu1,Put,UP_Throw};
        magazines[]={nambu1mag,nambu1mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_HJ_General : WZF_HJ_Commander
    {
        displayName="Chairman";
        model="\AIA_China\ROC_civZ.p3d";
        hiddenSelections[]={"dress","dressY","glasses","cap","helmet","moust"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_BY_Pistol : WZF_HJ_Officer
    {
        displayName="Spy";
        model="\AIA_China\ROC_civZ.p3d";
        hiddenSelections[]={"dressB","dressY","glasses","cap","hat","moust"};
        weapons[]={nambu1,Put,UP_Throw};
        magazines[]={nambu1Mag,nambu1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [2,""\Data\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_BY_Officer : WZF_BY_Pistol
    {
        displayName="Detective";
        model="\AIA_China\ROC_civS.p3d";
        hiddenSelections[]={"glasses","cap","hat","peak"};
        weapons[]={otwM1911A1,Put,UP_Throw};
        magazines[]={otwM1911A1Mag,otwM1911A1Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class WZF_BY_Commander : WZF_BY_Officer
    {
        displayName="Traitor";
        model="\AIA_China\ROC_genT.p3d"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","glasses","cap","hat","peak","sidecap","belt","pbelt","bayonet","patch"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\AIA_Japan\JPFaceA.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_Rifle : WZF_WW_Rifle
    {
        displayName="Rifleman(Fengtian Clique)";
        model="\AIA_China\ROC_infY.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetJ","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","broad","saber"};
        weapons[]={UP_Man,Put,UP_Throw};
        magazines[]={UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_Flag : BYJ_FX_Rifle
    {
        displayName="Flagman(Fengtian Clique)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetJ","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","broad","saber"};
        weapons[]={BYAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign5.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_MG : BYJ_FX_Rifle
    {
        displayName="MachineGunner(Fengtian Clique)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetJ","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","broad","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag,UP_Lewismag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_SMG : BYJ_FX_MG
    {
        displayName="SMG Man(Fengtian Clique)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetJ","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","broad","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_Pistol : BYJ_FX_Rifle
    {
        displayName="Pistol Man(Fengtian Clique)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetJ","pbelt","medic","HOLSTER","mp40pouch","k98pouch","MGbox","grenade","bayonet","coatwrist","pack","broad","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_Medic : WZF_WW_Medic
    {
        displayName="Medic(Fengtian Clique)";
        model="\AIA_China\ROC_infY.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetJ","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign5.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_Cav : BYJ_FX_Rifle
    {
        displayName="Cavalry(Fengtian Clique)";
        model="\AIA_China\ROC_infY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","sign","cap","hat","helmet","helmetJ","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","broad"};
        weapons[]={UP_ManC,Put,UP_Throw};
        magazines[]={UP_Manmag,UP_Manmag,UP_Manmag,UP_Manmag,Sthg24,Saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarFG.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFG.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [6,""\AIA_China\sign3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_Officer : BYJ_FX_Rifle
    {
        displayName="Officer(Fengtian Clique)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","rank","cap","hat","helmet","glasses","HOLSTER","saber","kopf"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign8.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_CavOff : BYJ_FX_Officer
    {
        displayName="Cav Officer(Fengtian Clique)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","sign","rank","cap","hat","helmet","glasses","HOLSTER","bayonet","kopf"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarFG.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFG.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [6,""\AIA_China\sign7.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_Commander : BYJ_FX_Officer
    {
        displayName="Commander(Fengtian Clique)";
        nameSound="officer";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","rank","cap","hat","helmet","glasses","C96HOLSTER","saber","kopf"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign13.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_FX_General : BYJ_FX_Commander
    {
        displayName="General(Fengtian Clique)";
        nameSound="officer";
        model="\AIA_China\ROC_genY.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","rank","hat","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarFG.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarFG.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign16.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_Rifle : WZF_WW_Rifle
    {
        displayName="Rifleman(Anhui Clique)";
        model="\AIA_China\ROC_inf.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetC","bag","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","saber"};
        weapons[]={UP_Man,Put,UP_Throw};
        magazines[]={UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_Flag : BYJ_WX_Rifle
    {
        displayName="Flagman(Anhui Clique)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetC","bag","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","pack","bayonet","saber"};
        weapons[]={BYAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign5.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_MG : BYJ_WX_Rifle
    {
        displayName="MachineGunner(Anhui Clique)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetC","bag","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","pack","bayonet","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag,UP_Lewismag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_SMG : BYJ_WX_MG
    {
        displayName="SMG Man(Anhui Clique)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetC","bag","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","pack","bayonet","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_Pistol : BYJ_WX_Rifle
    {
        displayName="Pistol Man(Anhui Clique)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetC","bag","pbelt","medic","HOLSTER","mp40pouch","k98pouch","MGbox","grenade","bayonet","pack","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_Medic : WZF_WW_Medic
    {
        displayName="Medic(Anhui Clique)";
        model="\AIA_China\ROC_inf.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetC","bag","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","pack","bayonet","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_Cav : BYJ_WX_Rifle
    {
        displayName="Cavalry(Anhui Clique)";
        model="\AIA_China\ROC_inf.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","sign","cap","hat","helmet","helmetC","bag","lbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","pack","bayonet"};
        weapons[]={UP_ManC,Put,UP_Throw};
        magazines[]={UP_Manmag,UP_Manmag,UP_Manmag,UP_Manmag,Sthg24,Saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarWG.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWG.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [6,""\AIA_China\sign3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_Officer : BYJ_WX_Rifle
    {
        displayName="Officer(Anhui Clique)";
        nameSound="officer";
        model="\AIA_China\ROC_off.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","hat","helmet","glasses","bag","HOLSTER","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign10.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_CavOff : BYJ_WX_Officer
    {
        displayName="Cav Officer(Anhui Clique)";
        nameSound="officer";
        model="\AIA_China\ROC_off.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","sign","hat","helmet","glasses","bag","HOLSTER","bayonet"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};;(_this select 0) setObjectTexture [0,""\AIA_China\collarWG.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWG.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [6,""\AIA_China\sign9.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_Commander : BYJ_WX_Officer
    {
        displayName="Commander(Anhui Clique)";
        nameSound="officer";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","hat","helmet","glasses","bag","C96HOLSTER","saber"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign11.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_WX_General : BYJ_WX_Commander
    {
        displayName="General(Anhui Clique)";
        nameSound="officer";
        model="\AIA_China\ROC_genG.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","hat","medal0","medal1","medal2"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarWG.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarWG.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign14.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_Rifle : WZF_WW_Rifle
    {
        displayName="Rifleman(Zhili Clique)";
        model="\AIA_China\ROC_infB.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","uprise","broad","saber"};
        weapons[]={UP_Man,Put,UP_Throw};
        magazines[]={UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_Flag : BYJ_ZX_Rifle
    {
        displayName="Flagman(Zhili Clique)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","uprise","broad","saber"};
        weapons[]={BYAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign5.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_MG : BYJ_ZX_Rifle
    {
        displayName="MachineGunner(Zhili Clique)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetF","lbelt","pbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","uprise","broad","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag,UP_Lewismag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_SMG : BYJ_ZX_MG
    {
        displayName="SMG Man(Zhili Clique)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetF","lbelt","pbelt","medic","police","C96HOLSTER","HOLSTER","MGbox","k98pouch","gbag","grenade","bayonet","coatwrist","pack","uprise","broad","saber"};
        weapons[]={UP_MP28,Put,UP_Throw};
        magazines[]={UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,UP_MP28mag,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_Pistol : BYJ_ZX_Rifle
    {
        displayName="Pistol Man(Zhili Clique)";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetF","pbelt","medic","police","HOLSTER","mp40pouch","k98pouch","MGbox","grenade","bayonet","coatwrist","pack","uprise","broad","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_Medic : WZF_WW_Medic
    {
        displayName="Medic(Zhili Clique)";
        model="\AIA_China\ROC_infB.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","cap","hat","helmet","helmetF","ybelt","police","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","uprise","broad","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_Cav : BYJ_ZX_Rifle
    {
        displayName="Cavalry(Zhili Clique)";
        model="\AIA_China\ROC_infB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","sign","cap","hat","helmet","helmetF","lbelt","ybelt","medic","police","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","uprise","bayonet","broad"};
        weapons[]={UP_ManC,Put,UP_Throw};
        magazines[]={UP_Manmag,UP_Manmag,UP_Manmag,UP_Manmag,Sthg24,Saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarZG.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZG.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [6,""\AIA_China\sign3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_Officer : BYJ_ZX_Rifle
    {
        displayName="Officer(Zhili Clique)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","rank","cap","hat","helmet","glasses","police","HOLSTER","uprise","saber","kopf"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign9.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_CavOff : BYJ_ZX_Officer
    {
        displayName="Cav Officer(Zhili Clique)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","shank","sign","rank","cap","hat","helmet","glasses","police","HOLSTER","uprise","bayonet","kopf"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarZG.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZG.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [6,""\AIA_China\sign8.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_Commander : BYJ_ZX_Officer
    {
        displayName="Commander(Zhili Clique)";
        nameSound="officer";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","rank","cap","hat","helmet","glasses","police","C96HOLSTER","uprise","saber","kopf"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZR.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign12.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class BYJ_ZX_General : BYJ_ZX_Commander
    {
        displayName="General(Zhili Clique)";
        nameSound="officer";
        model="\AIA_China\ROC_genB.p3d";
            vehicleclass="AIA: (MEN) Chinese Northern Warlords";
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","sign","rank","hat","uprise","kopf"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarZG.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarZG.paa""];(_this select 0) setObjectTexture [4,""\AIA_China\badgeM.paa""];(_this select 0) setObjectTexture [5,""\AIA_China\sign15.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_Rifle : KMT_ZJ_Rifle
    {
        displayName="Rifleman(Winter)";
        model="\AIA_China\ROC_infZ.p3d";
            vehicleclass="AIA: (MEN) Qing Dynasty New Army";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","cap","helmet","hat","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","bayonet","saber"};
        weapons[]={UP_ManB,Put,UP_Throw};
        magazines[]={UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,Sthg24,Sthg24};

        hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1};
        hitSound6[]={\AIA_China\Pain\Pain16.wav,db10,1};
        hitSound7[]={\AIA_China\Pain\Pain17.wav,db20,1};
        hitSound8[]={\AIA_China\Pain\Pain18.wav,db20,1};
        hitSound9[]={\AIA_China\Pain\Pain19.wav,db20,1};
        hitSound10[]={\AIA_China\Pain\Pain20.wav,db20,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQB1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_Flag : QXJ_DZ_Rifle
    {
        displayName="Flagman(Winter)";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","cap","helmet","hat","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","saber"};
        weapons[]={QNAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQB5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_MG : QXJ_DZ_Rifle
    {
        displayName="MachineGunner(Winter)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","cap","helmet","hat","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag,UP_Lewismag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQB2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_Pistol : QXJ_DZ_Rifle
    {
        displayName="Pistol Man(Winter)";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","cap","helmet","hat","belt","pbelt","ybelt","medic","HOLSTER","mp40pouch","MGbox","k98pouch","grenade","bayonet","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQB4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_Medic : KMT_ZJ_Medic
    {
        displayName="Medic(Winter)";
        model="\AIA_China\ROC_infZ.p3d";
            vehicleclass="AIA: (MEN) Qing Dynasty New Army";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","cap","helmet","hat","belt","ybelt","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQB6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_Cav : QXJ_DZ_Rifle
    {
        displayName="Cavalry(Winter)";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","shank","bizhang","xiongzhang","cap","helmet","hat","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","bayonet"};
        weapons[]={UP_ManC,Put,UP_Throw};
        magazines[]={UP_Manmag,UP_Manmag,UP_Manmag,UP_Manmag,Sthg24,Saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarQB3.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB3.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_Officer : QXJ_DZ_Rifle
    {
        displayName="Officer(Winter)";
        nameSound="officer";
        model="\AIA_China\ROC_offB.p3d";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","bizhang","xiongzhang","cap","hat","helmet","glasses","police","HOLSTER","uprise","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQB9.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB9.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_CavOff : QXJ_DZ_Officer
    {
        displayName="Cav Officer(Winter)";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","shank","bizhang","xiongzhang","cap","hat","helmet","glasses","police","HOLSTER","uprise","bayonet"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarQB7.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB7.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_Commander : QXJ_DZ_Officer
    {
        displayName="Commander(Winter)";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","bizhang","xiongzhang","cap","hat","helmet","glasses","police","C96HOLSTER","uprise","saber"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQB13.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB13.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank8.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_DZ_General : QXJ_DZ_Commander
    {
        displayName="General(Winter)";
        model="\AIA_China\ROC_genB.p3d";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","bizhang","xiongzhang","hat","uprise"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQB16.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQB16.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank11.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_Rifle : KMT_NZ_Rifle
    {
        displayName="Rifleman(Summer)";
        model="\AIA_China\ROC_infM.p3d";
            vehicleclass="AIA: (MEN) Qing Dynasty New Army";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","furcap","hat","helmet","helmetA","helmetG","net","peak","sidecap","goggles","gear","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","bayonet","pack","patch","saber"};
        weapons[]={UP_ManB,Put,UP_Throw};
        magazines[]={UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,UP_ManMag,Sthg24,Sthg24};

        hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1};
        hitSound6[]={\AIA_China\Pain\Pain16.wav,db10,1};
        hitSound7[]={\AIA_China\Pain\Pain17.wav,db20,1};
        hitSound8[]={\AIA_China\Pain\Pain18.wav,db20,1};
        hitSound9[]={\AIA_China\Pain\Pain19.wav,db20,1};
        hitSound10[]={\AIA_China\Pain\Pain20.wav,db20,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQY1.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY1.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_Flag : QXJ_XF_Rifle
    {
        displayName="Flagman(Summer)";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","furcap","hat","helmet","helmetA","helmetG","net","peak","sidecap","goggles","gear","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","pack","patch","saber"};
        weapons[]={QNAFlag,Put,UP_Throw};
        magazines[]={strokegun,Sthg24,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQY5.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY5.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_MG : QXJ_XF_Rifle
    {
        displayName="MachineGunner(Summer)";
        nameSound="machinegunner";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","furcap","hat","helmet","helmetA","helmetG","net","peak","sidecap","goggles","gear","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","pack","patch","saber"};
        weapons[]={UP_Lewis,Put,UP_Throw};
        magazines[]={UP_Lewismag,UP_Lewismag,UP_Lewismag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQY2.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY2.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_Pistol : QXJ_XF_Rifle
    {
        displayName="Pistol Man(Summer)";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","furcap","hat","helmet","helmetA","helmetG","net","peak","sidecap","goggles","gear","belt","pbelt","ybelt","medic","HOLSTER","mp40pouch","MGbox","k98pouch","grenade","bayonet","pack","patch","saber"};
        weapons[]={UP_C96,Put,UP_Throw};
        magazines[]={Sthg24,Sthg24,UP_C96Mag,UP_C96Mag,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQY4.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY4.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_Medic : KMT_ZJ_Medic
    {
        displayName="Medic(Summer)";
        model="\AIA_China\ROC_infM.p3d";
            vehicleclass="AIA: (MEN) Qing Dynasty New Army";
        hiddenSelections[]={"zuoling","youling","badge","rank","bizhang","xiongzhang","furcap","hat","helmet","helmetA","helmetG","net","peak","sidecap","goggles","gear","belt","ybelt","HOLSTER","mp40pouch","MGbox","k98pouch","gbag","grenade","bayonet","pack","patch","saber"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQY6.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY6.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_Cav : QXJ_XF_Rifle
    {
        displayName="Cavalry(Summer)";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","shank","bizhang","xiongzhang","furcap","hat","helmet","helmetA","helmetG","net","peak","sidecap","goggles","gear","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","bayonet","pack","patch"};
        weapons[]={UP_ManC,Put,UP_Throw};
        magazines[]={UP_Manmag,UP_Manmag,UP_Manmag,UP_Manmag,Sthg24,Saber,Sthg24};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarQY3.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY3.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_Officer : QXJ_XF_Rifle
    {
        displayName="Officer(Summer)";
        nameSound="officer";
        model="\AIA_China\ROC_offY.p3d";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","bizhang","xiongzhang","cap","hat","helmet","glasses","HOLSTER","saber"};
        weapons[]={UP_C96,Binocular,Put,UP_Throw};
        magazines[]={UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQY8.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY8.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_CavOff : QXJ_XF_Officer
    {
        displayName="Cav Officer(Summer)";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","shank","bizhang","xiongzhang","cap","hat","helmet","glasses","HOLSTER","bayonet"};
        weapons[]={Sword,UP_C96,Binocular,Put,UP_Throw};
        magazines[]={Saber,UP_C96Mag,UP_C96Mag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";[_this Select 0] exec {\AIA_China\scripts\CavInit.sqs};(_this select 0) setObjectTexture [0,""\AIA_China\collarQY7.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY7.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_Commander : QXJ_XF_Officer
    {
        displayName="Commander(Summer)";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","bizhang","xiongzhang","cap","hat","helmet","glasses","C96HOLSTER","saber"};
        weapons[]={luger,Binocular,Put,UP_Throw};
        magazines[]={lugermag,lugermag};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQY11.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY11.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class QXJ_XF_General : QXJ_XF_Commander
    {
        displayName="General(Summer)";
        model="\AIA_China\ROC_genY.p3d";
        hiddenSelections[]={"zuoling","youling","badge","rank","sign","bizhang","xiongzhang","hat"};
        weapons[]={Binocular,Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarQY15.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarQY15.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\badgeQ.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\Qrank10.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Landlord : WZF_HJ_General
    {
        side=3;
        displayName="Landlord";
            vehicleclass="AIA: (MEN) Chinese Civilian";    
        model="\AIA_China\ROC_civZ.p3d";
        hiddenSelections[]={"dressB","dressY","glasses","cap","helmet","moust"};
        weapons[]={Put,UP_Throw};
        magazines[]={};

        wounds[]= {
        "\AIA_China\Jak1.paa","\AIA_China\b_jak1.paa",
        "\AIA_China\Jak2.paa","\AIA_China\b_jak2.paa",
        "\AIA_China\Jak3.paa","\AIA_China\b_jak3.paa",
        "\AIA_China\Jak4.paa","\AIA_China\b_jak4.paa",
        "\AIA_China\Jak5.paa","\AIA_China\b_jak5.paa",
        "\AIA_China\Jak7.paa","\AIA_China\b_jak7.paa",

        "\AIA_China\Dat1.paa","\AIA_China\b_dat1.paa",
        "\AIA_China\Dat2.paa","\AIA_China\b_dat2.paa",
        "\AIA_China\Dat3.paa","\AIA_China\b_dat3.paa",
        "\AIA_China\Dat4.paa","\AIA_China\b_dat4.paa",
        "\AIA_China\Dat5.paa","\AIA_China\b_dat5.paa",
        "\AIA_China\Dat7.paa","\AIA_China\b_dat7.paa",

        "\AIA_China\Cos1.paa","\AIA_China\b_cos1.paa",
        "\AIA_China\Cos2.paa","\AIA_China\b_cos2.paa",
        "\AIA_China\Cos3.paa","\AIA_China\b_cos3.paa",
        "\AIA_China\Cos4.paa","\AIA_China\b_cos4.paa",
        "\AIA_China\Cos5.paa","\AIA_China\b_cos5.paa",
        "\AIA_China\Cos7.paa","\AIA_China\b_cos7.paa",

        "\AIA_China\Dak1.paa","\AIA_China\b_dak1.paa",
        "\AIA_China\Dak2.paa","\AIA_China\b_dak2.paa",
        "\AIA_China\Dak3.paa","\AIA_China\b_dak3.paa",
        "\AIA_China\Dak4.paa","\AIA_China\b_dak4.paa",
        "\AIA_China\Dak5.paa","\AIA_China\b_dak5.paa",

        "\AIA_China\Kaj1.paa","\AIA_China\b_kaj1.paa",
        "\AIA_China\Kaj2.paa","\AIA_China\b_kaj2.paa",
        "\AIA_China\Kaj3.paa","\AIA_China\b_kaj3.paa",
        "\AIA_China\Kaj4.paa","\AIA_China\b_kaj4.paa",
        "\AIA_China\Kaj5.paa","\AIA_China\b_kaj5.paa",
        "\AIA_China\Kaj7.paa","\AIA_China\b_kaj7.paa",

        "\AIA_China\CoatB1.paa","\AIA_China\b_coatB1.paa",
        "\AIA_China\CoatB2.paa","\AIA_China\b_coatB2.paa",
        "\AIA_China\CoatG1.paa","\AIA_China\b_coatG1.paa",
        "\AIA_China\CoatG2.paa","\AIA_China\b_coatG2.paa",
        "\AIA_China\CoatT1.paa","\AIA_China\b_coatT1.paa",
        "\AIA_China\CoatT2.paa","\AIA_China\b_coatT2.paa",
        "\AIA_China\CoatY1.paa","\AIA_China\b_coatY1.paa",
        "\AIA_China\CoatY2.paa","\AIA_China\b_coatY2.paa",

        "\AIA_China\ups_body.paa","\AIA_China\ups_body_d.paa",
        "\AIA_China\ups_bodyB.paa","\AIA_China\ups_bodyB_d.paa",
        "\AIA_China\ups_bodyY.paa","\AIA_China\ups_bodyY_d.paa",
        "\AIA_China\ups_jalka.paa","\AIA_China\ups_jalka_d.paa",

        "\fml_civilians\tex\b_nohy_p","\fml_civilians\tex\b_nohy_p_d",
        "\fml_civilians\tex\b_nohy_z","\fml_civilians\tex\b_nohy_z_d",
        "\fml_civilians\tex\b_hrud_p","\fml_civilians\tex\b_hrud_p_d",
        "\fml_civilians\tex\b_zada_z","\fml_civilians\tex\b_zada_z_d"
        };

        hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1};
        hitSound6[]={\AIA_China\Pain\Pain6.wav,db10,1};
        hitSound7[]={\AIA_China\Pain\Pain8.wav,db20,1};
        hitSound8[]={\AIA_China\Pain\Pain12.wav,db20,1};
        hitSound9[]={\AIA_China\Pain\Pain18.wav,db20,1};
        hitSound10[]={\AIA_China\Pain\Pain20.wav,db20,1};

        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [2,""\AIA_China\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Citizen : LBX_Landlord
    {
        displayName="Citizen";
        model="\AIA_China\ROC_civ.p3d";
        hiddenSelections[]={"cap","hat","peak","turban","belt","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","k98pouch","glasses","goggles","uprise","broad"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Student : LBX_Citizen
    {
        displayName="Student";
        hiddenSelections[]={"cap","hat","strawhat","turban","belt","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","k98pouch","glasses","goggles","uprise","broad"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Montagnard : LBX_Student
    {
        displayName="Montagnard";
        hiddenSelections[]={"cap","hat","peak","strawhat","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","goggles","uprise","broad"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Professor : LBX_Student
    {
        displayName="Professor";
        model="\AIA_China\ROC_genT.p3d"; 
        hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","glasses","cap","hat","helmet","peak","sidecap","belt","pbelt","bayonet","patch"};
        weapons[]={Put,UP_Throw};
        magazines[]={};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarT.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarT.paa""];(_this select 0) setObjectTexture [4,""\Data\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Richman : LBX_Landlord
    {
        displayName="Richman";  
        model="\AIA_China\ROC_civT.p3d";
        hiddenSelections[]={"furcap","hat","peak","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","moust"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Official : LBX_Richman
    {
        displayName="Official";
        model="\AIA_China\ROC_civC.p3d";  
        hiddenSelections[]={"cap","hat","peak","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Childe : LBX_Official
    {
        displayName="Childe";
        model="\AIA_China\ROC_civS.p3d";
        hiddenSelections[]={"glasses","cap","peak"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\Data\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Worker : LBX_Landlord
    {
        displayName="Worker";  
        model="\AIA_China\ROC_civB.p3d";
        hiddenSelections[]={"cap","hat","strawhat","turban","belt","lbelt","pbelt","sash","C96HOLSTER","HOLSTER","k98pouch","glasses","uprise","broad"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Woman : LBX_Worker
    {
        displayName="Woman";  
        model="\AIA_China\ROC_civFB.p3d";
        moves="CfgMovesMCWoman";
        woman=1;
        hiddenSelections[]={"belt","lbelt","pbelt","C96HOLSTER","uprise"};

        wounds[]= {
        "\AIA_China\femE1.pac","\AIA_China\femE1_d.pac",
        "\AIA_China\femE2.pac","\AIA_China\femE2_d.pac",
        "\AIA_China\femE3.pac","\AIA_China\femE3_d.pac",
        "\AIA_China\femE4.pac","\AIA_China\femE4_d.pac",
        "\AIA_China\femE5.pac","\AIA_China\femE5_d.pac",
        "\AIA_China\fpants.pac","\AIA_China\fpants_d.pac",
        "\AIA_China\saia.pac","\AIA_China\saia_d.pac"
        };

        hitSound1[]={\AIA_China\Pain\Pain21.wav,db20,1};
        hitSound2[]={\AIA_China\Pain\Pain22.wav,db20,1};
        hitSound3[]={\AIA_China\Pain\Pain23.wav,db20,1};
        hitSound4[]={\AIA_China\Pain\Pain24.wav,db20,1};
        hitSound5[]={\AIA_China\Pain\Pain25.wav,db20,1};
        hitSound6[]={\AIA_China\Pain\Pain26.wav,db20,1};
        hitSound7[]={\AIA_China\Pain\Pain27.wav,db20,1};
        hitSound8[]={\AIA_China\Pain\Pain28.wav,db20,1};
        hitSound9[]={\AIA_China\Pain\Pain29.wav,db20,1};
        hitSound10[]={\AIA_China\Pain\Pain30.wav,db20,1};

        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Girl : LBX_Woman
    {
        displayName="Girl";  
        model="\AIA_China\ROC_civFR.p3d";
        moves="CfgMovesMCWoman";
        woman=1;
        hiddenSelections[]={"belt","lbelt","pbelt","C96HOLSTER","uprise"};
        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Lady : LBX_Girl
    {
        displayName="Lady";  
        model="\AIA_China\ROC_civFY.p3d";
        moves="CfgMovesMCWoman";
        woman=1;
        hiddenSelections[]={};
        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Housewife : LBX_Lady
    {
        displayName="Housewife";  
        model="\AIA_China\ROC_civFG.p3d";
        moves="CfgMovesMCWoman";
        woman=1;
        hiddenSelections[]={};
        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Gammer : LBX_Housewife
    {
        displayName="Gammer";  
        model="\AIA_China\ROC_civF.p3d";
        moves="CfgMovesMCWoman";
        woman=1;
        hiddenSelections[]={"turban","belt","lbelt","pbelt","C96HOLSTER"};
        class EventHandlers
        {            
            Init =  "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Villager : LBX_Worker
    {
        displayName="Villager";  
        hiddenSelections[]={"cap","hat","peak","strawhat","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","uprise","broad"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Fisherman : LBX_Villager
    {
        displayName="Fisherman";  
        hiddenSelections[]={"cap","hat","peak","turban","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","uprise","broad"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Businessman : LBX_Landlord
    {
        displayName="Businessman";  
        hiddenSelections[]={"dress","dressY","glasses","hat","helmet","moust"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Herdsman : LBX_Landlord
    {
        displayName="Herdsman";  
        model="\AIA_China\ROC_civY.p3d";
        hiddenSelections[]={"cap","hat","peak","turban","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","uprise","broad"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Peasant : LBX_Herdsman
    {
        displayName="Peasant";  
        hiddenSelections[]={"cap","hat","strawhat","turban","belt","lbelt","pbelt","C96HOLSTER","HOLSTER","k98pouch","glasses","uprise","broad"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };

    class LBX_Clerk : LBX_Businessman
    {
        displayName="Clerk";  
        hiddenSelections[]={"dress","dressB","glasses","cap","hat","moust"};
        class EventHandlers
        {            
            Init =  "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [2,""\Data\civilista_bryle.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}";
        };
    };
};

class CfgGroups
{
    class West
    {
        name="West";
        class QXJ_Army
        {
            name="AIA: Qing Dynasty New Army";
            class QXJ_XF
            {
                name="AIA: Rifle Squad(Summer)";
                class Unit0{name="1";side=1;vehicle="QXJ_XF_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="QXJ_XF_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="QXJ_XF_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="QXJ_XF_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="QXJ_XF_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="QXJ_XF_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="QXJ_XF_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="QXJ_XF_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="QXJ_XF_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="QXJ_XF_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="QXJ_XF_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="QXJ_XF_Rifle";rank="Private";position[]={33,0,0};};
            };

            class QXJ_DZ
            {
                name="AIA: Rifle Squad(Winter)";
                class Unit0{name="1";side=1;vehicle="QXJ_DZ_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="QXJ_DZ_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="QXJ_DZ_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="QXJ_DZ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="QXJ_DZ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="QXJ_DZ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="QXJ_DZ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="QXJ_DZ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="QXJ_DZ_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="QXJ_DZ_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="QXJ_DZ_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="QXJ_DZ_Rifle";rank="Private";position[]={33,0,0};};
            };
        };

        class KMT_Army
        {
            name="AIA: Chinese Army";
            class KMT_BF
            {
                name="AIA: Rifle Squad(Old)";
                class Unit0{name="1";side=1;vehicle="KMT_BF_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_BF_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_BF_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_BF_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_BF_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_BF_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_BF_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_BF_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_BF_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_BF_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_BF_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_BF_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_BA
            {
                name="AIA: Rifle Squad(Security)";
                class Unit0{name="1";side=1;vehicle="KMT_BA_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_BA_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_BA_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_BA_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_BA_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_BA_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_BA_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_BA_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_BA_Rifle";rank="Private";position[]={24,0,0};};
            };

            class KMT_ZD
            {
                name="AIA: Rifle Squad(Green)";
                class Unit0{name="1";side=1;vehicle="KMT_ZD_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_ZD_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_ZD_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_ZD_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_ZD_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_ZD_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_ZD_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_ZD_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_ZD_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_ZD_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_ZD_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_ZD_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_DX
            {
                name="AIA: Rifle Squad(Elite)";
                class Unit0{name="1";side=1;vehicle="KMT_DX_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_DX_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_DX_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_DX_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_DX_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_DX_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_DX_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_DX_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_DX_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_DX_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_DX_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_DX_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_ZP
            {
                name="AIA: Rifle Squad(Yellow)";
                class Unit0{name="1";side=1;vehicle="KMT_ZP_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_ZP_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_ZP_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_ZP_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_ZP_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_ZP_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_ZP_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_ZP_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_ZP_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_ZP_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_ZP_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_ZP_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_DB
            {
                name="AIA: Rifle Squad(Winter)";
                class Unit0{name="1";side=1;vehicle="KMT_DB_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_DB_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_DB_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_DB_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_DB_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_DB_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_DB_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_DB_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_DB_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_DB_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_DB_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_DB_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_DF
            {
                name="AIA: Rifle Squad(Blue)";
                class Unit0{name="1";side=1;vehicle="KMT_DF_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_DF_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_DF_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_DF_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_DF_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_DF_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_DF_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_DF_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_DF_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_DF_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_DF_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_DF_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_JS
            {
                name="AIA: Rifle Squad(JinSui)";
                class Unit0{name="1";side=1;vehicle="KMT_JS_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_JS_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_JS_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_JS_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_JS_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_JS_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_JS_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_JS_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_JS_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_JS_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_JS_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_JS_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_YN
            {
                name="AIA: Rifle Squad(YunNan)";
                class Unit0{name="1";side=1;vehicle="KMT_YN_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_YN_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_YN_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_YN_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_YN_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_YN_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_YN_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_YN_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_YN_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_YN_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_YN_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_YN_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_ZJ
            {
                name="AIA: Rifle Squad(Partisan)";
                class Unit0{name="1";side=1;vehicle="KMT_ZJ_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_ZJ_SMG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_ZJ_MG";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_ZJ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_ZJ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_ZJ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_ZJ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_ZJ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_ZJ_Rifle";rank="Private";position[]={24,0,0};};
            };

            class KMT_YZ
            {
                name="AIA: Rifle Squad(Expeditionary)";
                class Unit0{name="1";side=1;vehicle="KMT_YZ_SMG";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_YZ_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_YZ_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_YZ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_YZ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_YZ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_YZ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_YZ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_YZ_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_YZ_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_YZ_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_YZ_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_NZ
            {
                name="AIA: Rifle Squad(New)";
                class Unit0{name="1";side=1;vehicle="KMT_NZ_SMG";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_NZ_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_NZ_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_NZ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_NZ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_NZ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_NZ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_NZ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_NZ_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=1;vehicle="KMT_NZ_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=1;vehicle="KMT_NZ_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=1;vehicle="KMT_NZ_Rifle";rank="Private";position[]={33,0,0};};
            };

            class KMT_ST
            {
                name="AIA: Rifle Squad(Airborne)";
                class Unit0{name="1";side=1;vehicle="KMT_ST_Officer";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_ST_Sniper";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_ST_SMG";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_ST_MG";rank="Corporal";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_ST_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_ST_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_ST_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_ST_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_ST_Rifle";rank="Private";position[]={24,0,0};};
            };
        };

        class KMT_Police
        {
            name="AIA: Chinese Police";
            class KMT_GA
            {
                name="AIA: Police Team(Summer)";
                class Unit0{name="1";side=1;vehicle="KMT_GA_Officer";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_GA_Pistol";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_GA_SMG";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_GA_MG";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_GA_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_GA_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_GA_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_GA_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_GA_Rifle";rank="Private";position[]={24,0,0};};
            };
            class KMT_JC
            {
                name="AIA: Police Team(Winter)";
                class Unit0{name="1";side=1;vehicle="KMT_JC_Officer";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_JC_Pistol";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_JC_SMG";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_JC_MG";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_JC_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_JC_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_JC_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_JC_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_JC_Rifle";rank="Private";position[]={24,0,0};};
            };
        };

        class KMT_Irregulars
        {
            name="AIA: Chinese Irregulars";
            class KMT_YY
            {
                name="AIA: Volunteer Team";
                class Unit0{name="1";side=1;vehicle="KMT_YY_Officer";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_YY_Pistol";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_YY_MG";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_YY_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_YY_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_YY_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_YY_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_YY_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_YY_Rifle";rank="Private";position[]={24,0,0};};
            };

            class KMT_BG
            {
                name="AIA: BodyGuard Team";
                class Unit0{name="1";side=1;vehicle="KMT_BY_Rifle";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=1;vehicle="KMT_BY_Rifle";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=1;vehicle="KMT_BY_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=1;vehicle="KMT_BY_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=1;vehicle="KMT_BY_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=1;vehicle="KMT_BY_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=1;vehicle="KMT_BY_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=1;vehicle="KMT_BY_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=1;vehicle="KMT_BY_Rifle";rank="Private";position[]={24,0,0};};
            };
        };
    };

    class Resistance
    {
        name="Resistance";
        class GCD_Army
        {
            name="AIA: Chinese Army";
            class GCD_QY
            {
                name="AIA: Rifle Squad(Uprise)";
                class Unit0{name="1";side=2;vehicle="GCD_QY_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_QY_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_QY_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_QY_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_QY_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_QY_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_QY_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_QY_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_QY_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="GCD_QY_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="GCD_QY_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="GCD_QY_Rifle";rank="Private";position[]={33,0,0};};
            };

            class GCD_HJ
            {
                name="AIA: Rifle Squad(CRA)";
                class Unit0{name="1";side=2;vehicle="GCD_HJ_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_HJ_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_HJ_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_HJ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_HJ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_HJ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_HJ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_HJ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_HJ_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="GCD_HJ_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="GCD_HJ_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="GCD_HJ_Rifle";rank="Private";position[]={33,0,0};};
            };

            class GCD_BR
            {
                name="AIA: Rifle Squad(8RA)";
                class Unit0{name="1";side=2;vehicle="GCD_BR_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_BR_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_BR_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_BR_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_BR_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_BR_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_BR_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_BR_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_BR_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="GCD_BR_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="GCD_BR_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="GCD_BR_Rifle";rank="Private";position[]={33,0,0};};
            };

            class GCD_XS
            {
                name="AIA: Rifle Squad(N4A)";
                class Unit0{name="1";side=2;vehicle="GCD_XS_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_XS_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_XS_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_XS_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_XS_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_XS_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_XS_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_XS_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_XS_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="GCD_XS_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="GCD_XS_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="GCD_XS_Rifle";rank="Private";position[]={33,0,0};};
            };

            class GCD_JS
            {
                name="AIA: Rifle Squad(SXNA)";
                class Unit0{name="1";side=2;vehicle="GCD_JS_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_JS_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_JS_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_JS_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_JS_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_JS_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_JS_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_JS_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_JS_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="GCD_JS_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="GCD_JS_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="GCD_JS_Rifle";rank="Private";position[]={33,0,0};};
            };

            class GCD_KL
            {
                name="AIA: Rifle Squad(NEAJUA)";
                class Unit0{name="1";side=2;vehicle="GCD_KL_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_KL_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_KL_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_KL_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_KL_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_KL_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_KL_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_KL_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_KL_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="GCD_KL_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="GCD_KL_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="GCD_KL_Rifle";rank="Private";position[]={33,0,0};};
            };

            class GCD_MZ
            {
                name="AIA: Rifle Squad(NEDUA)";
                class Unit0{name="1";side=2;vehicle="GCD_MZ_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_MZ_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_MZ_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_MZ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_MZ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_MZ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_MZ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_MZ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_MZ_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="GCD_MZ_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="GCD_MZ_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="GCD_MZ_Rifle";rank="Private";position[]={33,0,0};};
            };

            class GCD_JF
            {
                name="AIA: Rifle Squad(PLA)";
                class Unit0{name="1";side=2;vehicle="GCD_JF_SMG";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_JF_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_JF_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_JF_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_JF_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_JF_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_JF_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_JF_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_JF_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=2;vehicle="GCD_JF_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=2;vehicle="GCD_JF_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=2;vehicle="GCD_JF_Rifle";rank="Private";position[]={33,0,0};};
            };
        };

        class GCD_Irregulars
        {
            name="AIA: Chinese Irregulars";
            class GCD_CW
            {
                name="AIA: Red Guards Team";
                class Unit0{name="1";side=2;vehicle="GCD_CW_Worker";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_CW_Woman";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_CW_Villager";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_CW_Peasant";rank="Corporal";position[]={9,0,0};};
                class Unit4{name="4";side=2;vehicle="GCD_CW_Montagnard";rank="Corporal";position[]={12,0,0};};
                class Unit5{name="5";side=2;vehicle="GCD_CW_Girl";rank="Private";position[]={15,0,0};};
                class Unit6{name="6";side=2;vehicle="GCD_CW_Fisherman";rank="Private";position[]={18,0,0};};
                class Unit7{name="7";side=2;vehicle="GCD_CW_Herdsman";rank="Private";position[]={21,0,0};};
                class Unit8{name="8";side=2;vehicle="GCD_CW_Citizen";rank="Private";position[]={24,0,0};};
                class Unit9{name="9";side=2;vehicle="GCD_CW_Student";rank="Private";position[]={27,0,0};};
            };

            class GCD_MB
            {
                name="AIA: Militia Team";
                class Unit0{name="1";side=2;vehicle="GCD_MB_Officer";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_MB_Woman";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_MB_MG";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_MB_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_MB_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_MB_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_MB_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_MB_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_MB_Rifle";rank="Private";position[]={24,0,0};};
            };

            class GCD_YJ
            {
                name="AIA: Guerilla Team";
                class Unit0{name="1";side=2;vehicle="GCD_YJ_Officer";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=2;vehicle="GCD_YJ_Girl";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=2;vehicle="GCD_YJ_MG";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=2;vehicle="GCD_YJ_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=2;vehicle="GCD_YJ_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=2;vehicle="GCD_YJ_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=2;vehicle="GCD_YJ_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=2;vehicle="GCD_YJ_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=2;vehicle="GCD_YJ_Rifle";rank="Private";position[]={24,0,0};};
            };
        };
    };

    class East
    {
        name="East";
        class BYJ_Army
        {
            name="AIA: Chinese Northern Warlords";
            class BYJ_WX
            {
                name="AIA: Rifle Squad(Anhui Clique)";
                class Unit0{name="1";side=0;vehicle="BYJ_WX_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="BYJ_WX_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="BYJ_WX_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="BYJ_WX_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="BYJ_WX_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="BYJ_WX_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="BYJ_WX_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="BYJ_WX_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="BYJ_WX_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=0;vehicle="BYJ_WX_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=0;vehicle="BYJ_WX_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=0;vehicle="BYJ_WX_Rifle";rank="Private";position[]={33,0,0};};
            };

            class BYJ_ZX
            {
                name="AIA: Rifle Squad(Zhili Clique)";
                class Unit0{name="1";side=0;vehicle="BYJ_ZX_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="BYJ_ZX_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="BYJ_ZX_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="BYJ_ZX_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="BYJ_ZX_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="BYJ_ZX_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="BYJ_ZX_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="BYJ_ZX_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="BYJ_ZX_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=0;vehicle="BYJ_ZX_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=0;vehicle="BYJ_ZX_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=0;vehicle="BYJ_ZX_Rifle";rank="Private";position[]={33,0,0};};
            };

            class BYJ_FX
            {
                name="AIA: Rifle Squad(Fengtian Clique)";
                class Unit0{name="1";side=0;vehicle="BYJ_FX_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="BYJ_FX_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="BYJ_FX_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="BYJ_FX_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="BYJ_FX_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="BYJ_FX_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="BYJ_FX_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="BYJ_FX_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="BYJ_FX_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=0;vehicle="BYJ_FX_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=0;vehicle="BYJ_FX_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=0;vehicle="BYJ_FX_Rifle";rank="Private";position[]={33,0,0};};
            };
        };

        class WZF_Army
        {
            name="AIA: Chinese Puppet Army";
            class WZF_WM
            {
                name="AIA: Rifle Squad(WMA)";
                class Unit0{name="1";side=0;vehicle="WZF_WM_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="WZF_WM_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="WZF_WM_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="WZF_WM_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="WZF_WM_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="WZF_WM_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="WZF_WM_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="WZF_WM_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="WZF_WM_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=0;vehicle="WZF_WM_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=0;vehicle="WZF_WM_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=0;vehicle="WZF_WM_Rifle";rank="Private";position[]={33,0,0};};
            };

            class WZF_HX
            {
                name="AIA: Rifle Squad(HXA)";
                class Unit0{name="1";side=0;vehicle="WZF_HX_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="WZF_HX_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="WZF_HX_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="WZF_HX_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="WZF_HX_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="WZF_HX_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="WZF_HX_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="WZF_HX_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="WZF_HX_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=0;vehicle="WZF_HX_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=0;vehicle="WZF_HX_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=0;vehicle="WZF_HX_Rifle";rank="Private";position[]={33,0,0};};
            };

            class WZF_WW
            {
                name="AIA: Rifle Squad(WWA)";
                class Unit0{name="1";side=0;vehicle="WZF_WW_Pistol";rank="Sergeant";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="WZF_WW_MG";rank="Corporal";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="WZF_WW_Rifle";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="WZF_WW_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="WZF_WW_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="WZF_WW_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="WZF_WW_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="WZF_WW_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="WZF_WW_Rifle";rank="Private";position[]={24,0,0};};
                class Unit9{name="10";side=0;vehicle="WZF_WW_Rifle";rank="Private";position[]={27,0,0};};
                class Unit10{name="11";side=0;vehicle="WZF_WW_Rifle";rank="Private";position[]={30,0,0};};
                class Unit11{name="12";side=0;vehicle="WZF_WW_Rifle";rank="Private";position[]={33,0,0};};
            };

            class WZF_HJ
            {
                name="AIA: Plain Clothes Team";
                class Unit0{name="1";side=0;vehicle="WZF_HJ_Officer";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="WZF_HJ_Officer";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="WZF_HJ_Officer";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="WZF_HJ_Officer";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="WZF_HJ_Officer";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="WZF_HJ_Officer";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="WZF_HJ_Officer";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="WZF_HJ_Officer";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="WZF_HJ_Officer";rank="Private";position[]={24,0,0};};
            };
        };

        class DTF_Army
        {
            name="AIA: Chinese Bandits";
            class DTF_DB
            {
                name="AIA: NE Bandit Gang";
                class Unit0{name="1";side=0;vehicle="DTF_DB_Officer";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="DTF_DB_Pistol";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="DTF_DB_MG";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="DTF_DB_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="DTF_DB_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="DTF_DB_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="DTF_DB_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="DTF_DB_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="DTF_DB_Rifle";rank="Private";position[]={24,0,0};};
            };

            class DTF_XN
            {
                name="AIA: SW Bandit Gang";
                class Unit0{name="1";side=0;vehicle="DTF_XN_Officer";rank="Captain";position[]={0,3,0};};
                class Unit1{name="2";side=0;vehicle="DTF_XN_SMG";rank="Sergeant";position[]={3,0,0};};
                class Unit2{name="3";side=0;vehicle="DTF_XN_MG";rank="Corporal";position[]={6,0,0};};
                class Unit3{name="4";side=0;vehicle="DTF_XN_Rifle";rank="Private";position[]={9,0,0};};
                class Unit4{name="5";side=0;vehicle="DTF_XN_Rifle";rank="Private";position[]={12,0,0};};
                class Unit5{name="6";side=0;vehicle="DTF_XN_Rifle";rank="Private";position[]={15,0,0};};
                class Unit6{name="7";side=0;vehicle="DTF_XN_Rifle";rank="Private";position[]={18,0,0};};
                class Unit7{name="8";side=0;vehicle="DTF_XN_Rifle";rank="Private";position[]={21,0,0};};
                class Unit8{name="9";side=0;vehicle="DTF_XN_Rifle";rank="Private";position[]={24,0,0};};
            };
        };
    };
};

 

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