superdude22 12 Posted June 30, 2017 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};}; }; }; }; }; Share this post Link to post Share on other sites
zulu1 145 Posted July 1, 2017 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}"; Share this post Link to post Share on other sites
superdude22 12 Posted July 1, 2017 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};}; }; }; }; }; Share this post Link to post Share on other sites
superdude22 12 Posted July 3, 2017 Nevermind i fixed it, thanks for helping me! Share this post Link to post Share on other sites