superdude22
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Glad to see you're still working on this after so long, it'll be interesting to see the new assets in 1.30 when it is released.
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I think when I made this comment that site wasn't up yet but thanks for the heads up.
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superdude22 started following All Arma 3 WW2 Mods Compilation List, Armageddon 1914-1918 WW1 Expansion [WIP], POOK BOMBER PACK and and 7 others
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ww2 mod compilation All Arma 3 WW2 Mods Compilation List
superdude22 replied to Gunter Severloh's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure if this has been mentioned but it seems that the World War II Japanese Uniforms mod has been deleted.- 217 replies
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In the possible next version have you considered adding chinese, french commando, or burmese troops and pro-japanese governments like manchukuo troops to expand the area the mod covers? Will early war USMC or U.S army be added too? And I'm not sure if this is just on my end but the british valentine tank has an error when loading Indian 25pdr gives error about setting commander face USMC Engineers both regular and utility being set to player cause an infinite loading screen Sappers seem to also cause infinite loading screens USMC raider squad leader thompson (normal and utility) causes model error B-24 (multi turret) gives script error about action stations Indian troops have untextured white hands USMC have missing textures when wounded Also certain missions ask for usnavyship; nkhole, and ww2chinainfantry Sorry if i'm saying or asking for too much!!
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WW1- Over the Top 1914-1918 for ARMA 3
superdude22 replied to eaglke's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will there be new factions and or units with the next update? -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
superdude22 replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How do I install this, when i run the .bat file it says it isn't in the same folder as the main TPW folder, what am I doing wrong?- 5767 replies
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- single player
- realism
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I'm looking for the fix that was released for binmod, would anyone happen to still have it? Thanks!
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Can someone send a link to the fix for the mod, I just found this and it seems interesting. Thanks in advance!
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GEISTA3L - A pack of uniforms and vehicles textures for IFA3 Lite
superdude22 replied to Catsy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will the U.S get more variety in uniforms such as different hbt's or maybe even early war units with older equipment, and would it be possible perhaps to add early war units for the other factions? -
Is the mod still being updated?
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How can I disable slx in addons?
superdude22 replied to superdude22's topic in OFP : CONFIGS & SCRIPTING
Nevermind i fixed it, thanks for helping me! -
How can I disable slx in addons?
superdude22 replied to superdude22's topic in OFP : CONFIGS & SCRIPTING
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};}; }; }; }; }; -
So i recently downloaded some unit addons that require slx, what im trying to do is disable the need for slx to be used so i can use the units without any other mods needed for them to work, here is the config.cpp, can anyone tell me what should be deleted so it'll work? // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgAddons { class PreloadBanks { class SLX { list[]={"SLX_GL3\","SLX_GL3\sounds\supersonic_bullet\","SLX_Wounds\"}; }; }; class PreloadAddons { class SLX { list[]={"SLX_GL3","SLX_Wounds","SLX_Melee"}; }; }; }; class CfgPatches { class AIA_Korea { units[] = { PVA_XF_Rifle, PVA_XF_MG, PVA_XF_SMG, PVA_XF_Sniper, PVA_XF_Medic, PVA_XF_Flag, PVA_XF_Officer, PVA_XF_Commander, PVA_XF_General, PVA_XF_Translator, PVA_DZ_Rifle, PVA_DZ_MG, PVA_DZ_SMG, PVA_DZ_Sniper, PVA_DZ_Medic, PVA_DZ_Flag, PVA_DZ_Officer, PVA_DZ_Translator, KPA_XF_Rifle, KPA_XF_MG, KPA_XF_SMG, KPA_XF_Sniper, KPA_XF_Medic, KPA_XF_Flag, KPA_XF_Officer, KPA_XF_Commander, KPA_XF_General, KPA_XF_Translator, KPA_DZ_Rifle, KPA_DZ_MG, KPA_DZ_SMG, KPA_DZ_Sniper, KPA_DZ_Medic, KPA_DZ_Flag, KPA_DZ_Officer, KPA_DZ_Translator, RKA_XF_Rifle, RKA_XF_MG, RKA_XF_SMG, RKA_XF_Sniper, RKA_XF_Medic, RKA_XF_Flag, RKA_XF_Officer, RKA_XF_Commander, RKA_XF_General, RKA_XF_Translator, RKA_DZ_Rifle, RKA_DZ_MG, RKA_DZ_SMG, RKA_DZ_Sniper, RKA_DZ_Medic, RKA_DZ_Flag, RKA_DZ_Officer, RKA_XF_Translator }; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgModels { class Default {}; class man: default{}; class KPA_inf: man { sections[]={"badge","bayonet","furcap","hat","helmet","peak","belt","lbelt","pbelt","ybelt","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","gear","straps","glasses","medic","zuoling","youling","rank","pack","patch","xiongzhang"}; sectionsInherit="Man"; }; class KPA_infC: KPA_inf {}; class KPA_off: KPA_inf {}; class KPA_gen: KPA_inf {}; class PVA_gen: KPA_inf {}; class RKA_inf: KPA_inf {}; class RKA_infC: KPA_inf {}; class RKA_off: KPA_inf {}; class RKA_gen: KPA_inf {}; }; class CfgWeapons { class Default { }; class MGun: Default { }; class Riffle: MGun { }; class StrokeFist:Default {}; class StrokeGun:StrokeFist {}; class PVAFlag: Riffle { model="\AIA_Korea\PVAFlag.p3d"; scopeWeapon=0; scopeMagazine=0; modeloptics=""; displayName="PVA Flag"; magazines[]={"strokegun"}; }; class KPAFlag: Riffle { model="\AIA_Korea\KPAFlag.p3d"; scopeWeapon=0; scopeMagazine=0; modeloptics=""; displayName="KPA Flag"; magazines[]={"strokegun"}; }; class RKAFlag: Riffle { model="\AIA_Korea\RKAFlag.p3d"; scopeWeapon=0; scopeMagazine=0; modeloptics=""; displayName="RKA Flag"; magazines[]={"strokegun"}; }; }; class CfgVehicles { class All{}; class AllVehicles: All { class EventHandlers { Init="_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class Land : AllVehicles{}; class Man : Land{}; class Soldier : Man{}; class SoldierWB : Soldier{}; class SoldierGB : Soldier{}; class SoldierEB : Soldier{}; class PVA_XF_Rifle : SoldierGB { displayName="Rifleman(PVA Summer)"; vehicleclass="AIA: (MEN) Chinese Volunteer Army"; model="\AIA_China\ROC_infY.p3d"; hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","sign","broad","saber"}; weapons[]={UP_SVTN,Put,UP_Throw}; magazines[]={UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,Sthg24,Sthg24}; wounds[]= { "\AIA_China\Dat1.paa","\AIA_China\b_dat1.paa", "\AIA_China\Dat2.paa","\AIA_China\b_dat2.paa", "\AIA_China\Dat3.paa","\AIA_China\b_dat3.paa", "\AIA_China\Dat4.paa","\AIA_China\b_dat4.paa", "\AIA_China\Dat5.paa","\AIA_China\b_dat5.paa", "\AIA_Korea\Jak1.paa","\AIA_Korea\b_jak1.paa", "\AIA_Korea\Jak2.paa","\AIA_Korea\b_jak2.paa", "\AIA_Korea\Jak3.paa","\AIA_Korea\b_jak3.paa", "\AIA_Korea\Jak4.paa","\AIA_Korea\b_jak4.paa", "\AIA_Korea\Jak5.paa","\AIA_Korea\b_jak5.paa" }; hitSound1[]={\AIA_China\Pain\Pain1.wav,db20,1}; hitSound2[]={\AIA_China\Pain\Pain2.wav,db20,1}; hitSound3[]={\AIA_China\Pain\Pain3.wav,db20,1}; hitSound4[]={\AIA_China\Pain\Pain4.wav,db20,1}; hitSound5[]={\AIA_China\Pain\Pain5.wav,db10,1}; hitSound6[]={\AIA_China\Pain\Pain11.wav,db10,1}; hitSound7[]={\AIA_China\Pain\Pain12.wav,db10,1}; hitSound8[]={\AIA_China\Pain\Pain13.wav,db10,1}; hitSound9[]={\AIA_China\Pain\Pain14.wav,db10,1}; hitSound10[]={\AIA_China\Pain\Pain15.wav,db10,1}; class EventHandlers { Init = "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [3,""\AIA_China\badge20.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class PVA_XF_MG : PVA_XF_Rifle { displayName="MachineGunner(PVA Summer)"; nameSound="machinegunner"; hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"}; weapons[]={UP_DP27,Put,UP_Throw}; magazines[]={UP_DP27mag,UP_DP27mag,UP_DP27mag,Sthg24,Sthg24}; }; class PVA_XF_SMG : PVA_XF_MG { displayName="SMG Man(PVA Summer)"; hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","medic","C96HOLSTER","HOLSTER","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"}; weapons[]={UP_PPS43,Put,UP_Throw}; magazines[]={UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,Sthg24,Sthg24}; }; class PVA_XF_Medic : PVA_XF_Rifle { displayName="Medic(PVA Summer)"; picture="\misc\medik.paa"; nameSound="medic"; attendant=1; hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","ybelt","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","bayonet","coatwrist","pack","sign","broad","saber"}; weapons[]={Tokarev,Put,UP_Throw}; magazines[]={TokarevMag,TokarevMag}; }; class PVA_XF_Sniper : PVA_XF_Rifle { displayName="Sniper(PVA Summer)"; hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","MGbox","gbag","grenade","coatwrist","pack","sign","broad","saber"}; weapons[]={UP_SVT,Put,UP_Throw}; magazines[]={UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,Sthg24,Sthg24}; }; class PVA_XF_Flag : PVA_XF_Rifle { displayName="Flagman(PVA Summer)"; hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","k98pouch","mp40pouch","MGbox","gbag","grenade","bayonet","coatwrist","sign","broad","saber"}; weapons[]={PVAFlag,Put,UP_Throw}; magazines[]={strokegun,Sthg24,Sthg24}; }; class PVA_XF_Translator : PVA_XF_Rifle { displayName="Translator(PVA Summer)"; nameSound="officer"; hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","belt","lbelt","pbelt","ybelt","medic","C96HOLSTER","HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","gear","bayonet","coatwrist","pack","sign","broad","saber"}; weapons[]={Put,UP_Throw}; magazines[]={}; }; class PVA_XF_Officer : PVA_XF_Rifle { displayName="Officer(PVA Summer)"; nameSound="officer"; hiddenSelections[]={"zuoling","youling","bizhang","xiongzhang","badge","hat","helmet","helmetJ","peak","belt","pbelt","ybelt","medic","C96HOLSTER","mp40pouch","k98pouch","MGbox","gbag","grenade","gear","bayonet","coatwrist","pack","sign","broad","saber"}; weapons[]={Tokarev,Binocular,Put,UP_Throw}; magazines[]={TokarevMag,TokarevMag,TokarevMag,TokarevMag}; }; class PVA_XF_Commander : PVA_XF_Rifle { displayName="Commander(PVA Summer)"; nameSound="officer"; model="\AIA_Korea\PVA_gen.p3d"; hiddenSelections[]={}; weapons[]={KEGmakarov,Binocular,Put,UP_Throw}; magazines[]={KEGmakarovMag,KEGmakarovMag}; class EventHandlers { Init = "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class PVA_XF_General : PVA_XF_Commander { displayName="General(PVA Summer)"; nameSound="officer"; hiddenSelections[]={"HOLSTER"}; weapons[]={Binocular,Put,UP_Throw}; magazines[]={}; }; class PVA_DZ_Rifle : PVA_XF_Rifle { displayName="Rifleman(PVA Winter)"; model="\AIA_Korea\KPA_infC.p3d"; hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","MGbox","mp40pouch"}; weapons[]={UP_Type38,Put,UP_Throw}; magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24}; wounds[]= { "\AIA_Korea\CoatY1.paa","\AIA_Korea\b_coatY1.paa", "\AIA_Korea\CoatY2.paa","\AIA_Korea\b_coatY2.paa", "\AIA_Korea\PantsY.paa","\AIA_Korea\b_pantsY.paa" }; class EventHandlers { Init = "[_this select 0] exec ""\VME_PLA_Addons\Script\CNFace.sqs"";_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class PVA_DZ_MG : PVA_DZ_Rifle { displayName="MachineGunner(PVA Winter)"; nameSound="machinegunner"; hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","k98pouch","mp40pouch","bayonet","pack"}; weapons[]={UP_ZB26,Put,UP_Throw}; magazines[]={UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,UP_ZB26mag,Sthg24,Sthg24}; }; class PVA_DZ_SMG : PVA_DZ_MG { displayName="SMG Man(PVA Winter)"; hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox","bayonet","pack"}; weapons[]={UP_PPSH41,Put,UP_Throw}; magazines[]={UP_PPSH41mag,UP_PPSH41mag,UP_PPSH41mag,UP_PPSH41mag,UP_PPSH41mag,UP_PPSH41mag,Sthg24,Sthg24}; }; class PVA_DZ_Medic : PVA_DZ_SMG { displayName="Medic(PVA Winter)"; picture="\misc\medik.paa"; nameSound="medic"; attendant=1; hiddenSelections[]={"badge","rank","helmet","mp40pouch","k98pouch","MGbox","gbag","bayonet","pack"}; weapons[]={otwM1911A1,Put,UP_Throw}; magazines[]={otwM1911A1Mag,otwM1911A1Mag}; }; class PVA_DZ_Sniper : PVA_DZ_Rifle { displayName="Sniper(PVA Winter)"; hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","pack"}; weapons[]={UP_Type97,Put,UP_Throw}; magazines[]={UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,UP_T38mag,Sthg24,Sthg24}; }; class PVA_DZ_Flag : PVA_DZ_Rifle { displayName="Flagman(PVA Winter)"; hiddenSelections[]={"badge","rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","bayonet"}; weapons[]={PVAFlag,Put,UP_Throw}; magazines[]={strokegun,Sthg24,Sthg24}; }; class PVA_DZ_Translator : PVA_DZ_Rifle { displayName="Translator(PVA Winter)"; nameSound="officer"; hiddenSelections[]={"badge","rank","helmet","belt","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","gbag","gear","bayonet","pack"}; weapons[]={Put,UP_Throw}; magazines[]={}; }; class PVA_DZ_Officer : PVA_DZ_Rifle { displayName="Officer(PVA Winter)"; nameSound="officer"; hiddenSelections[]={"badge","rank","helmet","belt","pbelt","medic","mp40pouch","k98pouch","MGbox","gbag","gear","bayonet","pack"}; weapons[]={otwM1911A1,Binocular,Put,UP_Throw}; magazines[]={otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag}; }; class KPA_XF_Rifle : SoldierEB { displayName="Rifleman(KPA Summer)"; vehicleclass="AIA: (MEN) North Korea Army"; model="\AIA_Korea\KPA_inf.p3d"; hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","pbelt","ybelt","HOLSTER","medic","mp40pouch","MGbox"}; weapons[]={UP_SVTN,Put,UP_Throw}; magazines[]={UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,RUSgrenade1,RUSgrenade1}; wounds[]= { "\AIA_China\Dat1.paa","\AIA_China\b_dat1.paa", "\AIA_China\Dat2.paa","\AIA_China\b_dat2.paa", "\AIA_China\Dat3.paa","\AIA_China\b_dat3.paa", "\AIA_China\Dat4.paa","\AIA_China\b_dat4.paa", "\AIA_China\Dat5.paa","\AIA_China\b_dat5.paa", "\AIA_Korea\Jak1.paa","\AIA_Korea\b_jak1.paa", "\AIA_Korea\Jak2.paa","\AIA_Korea\b_jak2.paa", "\AIA_Korea\Jak3.paa","\AIA_Korea\b_jak3.paa", "\AIA_Korea\Jak4.paa","\AIA_Korea\b_jak4.paa", "\AIA_Korea\Jak5.paa","\AIA_Korea\b_jak5.paa" }; hitSound1[]={\AIA_Korea\pain\pain1.ogg,db+10,1}; hitSound2[]={\AIA_Korea\pain\pain2.ogg,db+10,1}; hitSound3[]={\AIA_Korea\pain\pain3.ogg,db+10,1}; hitSound4[]={\AIA_Korea\pain\pain4.ogg,db+10,1}; hitSound5[]={\AIA_Korea\pain\pain5.ogg,db+10,1}; hitSound6[]={\AIA_Korea\pain\pain6.ogg,db+10,1}; hitSound7[]={\AIA_Korea\pain\pain7.ogg,db+10,1}; hitSound8[]={\AIA_Korea\pain\pain8.ogg,db+10,1}; hitSound9[]={\AIA_Korea\pain\pain9.ogg,db+10,1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_XF_MG : KPA_XF_Rifle { displayName="MachineGunner(KPA Summer)"; nameSound="machinegunner"; hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","pbelt","ybelt","HOLSTER","medic","mp40pouch","k98pouch","bayonet"}; weapons[]={UP_DP27,Put,UP_Throw}; magazines[]={UP_DP27mag,UP_DP27mag,UP_DP27mag,RUSgrenade1,RUSgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_XF_SMG : KPA_XF_MG { displayName="SMG Man(KPA Summer)"; hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox","bayonet"}; weapons[]={UP_PPS43,Put,UP_Throw}; magazines[]={UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,UP_PPS43mag,RUSgrenade1,RUSgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_XF_Medic : KPA_XF_SMG { displayName="Medic(KPA Summer)"; picture="\misc\medik.paa"; nameSound="medic"; attendant=1; hiddenSelections[]={"zuoling","youling","rank","hat","ybelt","mp40pouch","k98pouch","MGbox","gbag","bayonet"}; weapons[]={Tokarev,Put,UP_Throw}; magazines[]={TokarevMag,TokarevMag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_XF_Sniper : KPA_XF_Rifle { displayName="Sniper(KPA Summer)"; hiddenSelections[]={"zuoling","youling","rank","hat","lbelt","pbelt","ybelt","HOLSTER","medic","mp40pouch","MGbox"}; weapons[]={UP_SVT,Put,UP_Throw}; magazines[]={UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,UP_SVTmag,RUSgrenade1,RUSgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank5.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_XF_Flag : KPA_XF_Rifle { displayName="Flagman(KPA Summer)"; hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","pbelt","ybelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","bayonet"}; weapons[]={KPAFlag,Put,UP_Throw}; magazines[]={strokegun,RUSgrenade1,RUSgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_XF_Translator : KPA_XF_Rifle { displayName="Translator(KPA Summer)"; nameSound="officer"; model="\AIA_Korea\KPA_off.p3d"; hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","HOLSTER","bayonet"}; weapons[]={Put,UP_Throw}; magazines[]={}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank7.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_XF_Officer : KPA_XF_Rifle { displayName="Officer(KPA Summer)"; nameSound="officer"; model="\AIA_Korea\KPA_off.p3d"; hiddenSelections[]={"zuoling","youling","rank","helmet","bayonet"}; weapons[]={Tokarev,Binocular,Put,UP_Throw}; magazines[]={TokarevMag,TokarevMag,TokarevMag,TokarevMag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [1,""\AIA_China\collarY.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank10.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_XF_Commander : KPA_XF_Rifle { displayName="Commander(KPA Summer)"; nameSound="officer"; model="\AIA_Korea\KPA_gen.p3d"; hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","bayonet","XiongZhang"}; weapons[]={KEGmakarov,Binocular,Put,UP_Throw}; magazines[]={KEGmakarovMag,KEGmakarovMag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\collar.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\collar.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank13.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_XF_General : KPA_XF_Commander { displayName="General(KPA Summer)"; nameSound="officer"; model="\AIA_Korea\KPA_gen.p3d"; hiddenSelections[]={"zuoling","youling","rank","helmet","lbelt","HOLSTER","bayonet","patch"}; weapons[]={Binocular,Put,UP_Throw}; magazines[]={}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\collar.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\collar.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\rank16.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_DZ_Rifle : KPA_XF_Rifle { displayName="Rifleman(KPA Winter)"; model="\AIA_Korea\KPA_infC.p3d"; hiddenSelections[]={"rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","pack"}; weapons[]={UP_MOSIN,Put,UP_Throw}; magazines[]={UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,RUSgrenade1,RUSgrenade1}; wounds[]= { "\AIA_Korea\CoatY1.paa","\AIA_Korea\b_coatY1.paa", "\AIA_Korea\CoatY2.paa","\AIA_Korea\b_coatY2.paa", "\AIA_Korea\PantsY.paa","\AIA_Korea\b_pantsY.paa" }; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank1.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_DZ_MG : KPA_DZ_Rifle { displayName="MachineGunner(KPA Winter)"; nameSound="machinegunner"; hiddenSelections[]={"rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","bayonet","pack"}; weapons[]={UP_DP27,Put,UP_Throw}; magazines[]={UP_DP27mag,UP_DP27mag,UP_DP27mag,RUSgrenade1,RUSgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank2.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_DZ_SMG : KPA_DZ_MG { displayName="SMG Man(KPA Winter)"; hiddenSelections[]={"rank","helmet","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox","bayonet","pack"}; weapons[]={UP_PPSHA,Put,UP_Throw}; magazines[]={UP_PPSHAmag,UP_PPSHAmag,UP_PPSHAmag,RUSgrenade1,RUSgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank3.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_DZ_Medic : KPA_DZ_SMG { displayName="Medic(KPA Winter)"; picture="\misc\medik.paa"; nameSound="medic"; attendant=1; hiddenSelections[]={"rank","furcap","mp40pouch","k98pouch","MGbox","gbag","bayonet","pack"}; weapons[]={Tokarev,Put,UP_Throw}; magazines[]={TokarevMag,TokarevMag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank4.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_DZ_Sniper : KPA_DZ_Rifle { displayName="Sniper(KPA Winter)"; hiddenSelections[]={"rank","furcap","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","pack"}; weapons[]={UP_MOSINS,Put,UP_Throw}; magazines[]={UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,UP_MOSINmag,RUSgrenade1,RUSgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank5.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_DZ_Flag : KPA_DZ_Rifle { displayName="Flagman(KPA Winter)"; hiddenSelections[]={"rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","bayonet","pack"}; weapons[]={KPAFlag,Put,UP_Throw}; magazines[]={strokegun,RUSgrenade1,RUSgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank6.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_DZ_Translator : KPA_DZ_Rifle { displayName="Translator(KPA Winter)"; nameSound="officer"; hiddenSelections[]={"rank","helmet","belt","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","gbag","gear","bayonet","pack"}; weapons[]={Put,UP_Throw}; magazines[]={}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank8.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class KPA_DZ_Officer : KPA_DZ_Rifle { displayName="Officer(KPA Winter)"; nameSound="officer"; hiddenSelections[]={"rank","helmet","belt","pbelt","medic","mp40pouch","k98pouch","MGbox","gbag","gear","bayonet","pack"}; weapons[]={Tokarev,Binocular,Put,UP_Throw}; magazines[]={TokarevMag,TokarevMag,TokarevMag,TokarevMag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\rank9.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_Rifle : SoldierWB { displayName="Rifleman(RKA Summer)"; vehicleclass="AIA: (MEN) South Korea Army"; model="\AIA_Korea\RKA_inf.p3d"; hiddenSelections[]={"badge","patch","xiongzhang","rank","hat","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox"}; weapons[]={UP_GRAND,Put,UP_Throw}; magazines[]={UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,UP_GRANDmag,USgrenade1,USgrenade1}; wounds[]= { "\AIA_USA\ranger4.paa","\AIA_USA\b_ranger4.paa", "\AIA_USA\ranger4b.paa","\AIA_USA\b_ranger4b.paa", "\AIA_USA\USinf01.paa","\AIA_USA\b_USinf01.paa" }; hitSound1[]={\AIA_Korea\pain\pain1.ogg,db+10,1}; hitSound2[]={\AIA_Korea\pain\pain2.ogg,db+10,1}; hitSound3[]={\AIA_Korea\pain\pain3.ogg,db+10,1}; hitSound4[]={\AIA_Korea\pain\pain4.ogg,db+10,1}; hitSound5[]={\AIA_Korea\pain\pain5.ogg,db+10,1}; hitSound6[]={\AIA_Korea\pain\pain6.ogg,db+10,1}; hitSound7[]={\AIA_Korea\pain\pain7.ogg,db+10,1}; hitSound8[]={\AIA_Korea\pain\pain8.ogg,db+10,1}; hitSound9[]={\AIA_Korea\pain\pain9.ogg,db+10,1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge1.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\CD.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_MG : RKA_XF_Rifle { displayName="MachineGunner(RKA Summer)"; nameSound="machinegunner"; hiddenSelections[]={"badge","patch","xiongzhang","rank","hat","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","gbag"}; weapons[]={UP_BAR,Put,UP_Throw}; magazines[]={UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag,UP_BARmag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge2.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\1D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_SMG : RKA_XF_MG { displayName="SMG Man(RKA Summer)"; hiddenSelections[]={"badge","patch","xiongzhang","rank","hat","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox"}; weapons[]={UP_M3A1,Put,UP_Throw}; magazines[]={UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,UP_M3A1mag,USgrenade1,USgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge3.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\5D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_Medic : RKA_XF_SMG { displayName="Medic(RKA Summer)"; picture="\misc\medik.paa"; nameSound="medic"; attendant=1; hiddenSelections[]={"badge","patch","xiongzhang","rank","helmet","lbelt","HOLSTER","mp40pouch","MGbox","gbag"}; weapons[]={UP_M1Car,Put,UP_Throw}; magazines[]={UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,UP_M1Carmag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge4.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\8D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_Sniper : RKA_XF_Rifle { displayName="Sniper(RKA Summer)"; hiddenSelections[]={"badge","patch","xiongzhang","rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox"}; weapons[]={UP_SPRINGS,Put,UP_Throw}; magazines[]={UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,USgrenade1,USgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge5.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\11D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_Flag : RKA_XF_Rifle { displayName="Flagman(RKA Summer)"; hiddenSelections[]={"badge","patch","xiongzhang","rank","helmet","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox"}; weapons[]={RKAFlag,Put,UP_Throw}; magazines[]={strokegun,USgrenade1,USgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge6.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\1A.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_Translator : RKA_XF_Rifle { displayName="Translator(RKA Summer)"; nameSound="officer"; model="\AIA_Korea\RKA_gen.p3d"; hiddenSelections[]={"badge","patch","rank","xiongzhang"}; weapons[]={Put,UP_Throw}; magazines[]={}; wounds[]= { "\AIA_Korea\m1943.paa","\AIA_Korea\b_m1943.paa", "\AIA_USA\USinf09.paa","\AIA_USA\b_USinf09.paa" }; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\12D.paa""];(_this select 0) setObjectTexture [2,""\AIA_China\collarG.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_Officer : RKA_XF_Rifle { displayName="Officer(RKA Summer)"; nameSound="officer"; hiddenSelections[]={"badge","patch","xiongzhang","rank","hat","pbelt","medic","mp40pouch","k98pouch","MGbox","gbag","gear","straps"}; weapons[]={otwM1911A1,Binocular,Put,UP_Throw}; magazines[]={otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge12.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\15D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_Commander : RKA_XF_Rifle { displayName="Commander(RKA Summer)"; nameSound="officer"; model="\AIA_Korea\RKA_off.p3d"; hiddenSelections[]={"badge","patch"}; weapons[]={UP_BHPP,Binocular,Put,UP_Throw}; magazines[]={UP_BHPPMag,UP_BHPPMag}; wounds[]= { "\AIA_USA\r\shirt.paa","\AIA_USA\r\b_shirt.paa", "\AIA_USA\USinf01.paa","\AIA_USA\b_USinf01.paa" }; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge15.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\3A.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_XF_General : RKA_XF_Commander { displayName="General(RKA Summer)"; nameSound="officer"; model="\AIA_Korea\RKA_gen.p3d"; hiddenSelections[]={"badge","patch","rank","belt","gear","glasses"}; weapons[]={Binocular,Put,UP_Throw}; magazines[]={}; wounds[]= { "\AIA_Korea\m1943.paa","\AIA_Korea\b_m1943.paa", "\AIA_USA\USinf09.paa","\AIA_USA\b_USinf09.paa" }; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badgeO.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\HQ.paa""];(_this select 0) setObjectTexture [2,""\AIA_Korea\badge18.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_DZ_Rifle : RKA_XF_Rifle { displayName="Rifleman(RKA Winter)"; model="\AIA_Korea\RKA_infC.p3d"; hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","glasses"}; weapons[]={UP_SPRING,Put,UP_Throw}; magazines[]={UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,UP_SPRINGmag,USgrenade1,USgrenade1}; wounds[]= { "\AIA_Korea\CoatB1.paa","\AIA_Korea\b_coatB1.paa", "\AIA_Korea\CoatB2.paa","\AIA_Korea\b_coatB2.paa", "\AIA_Korea\PantsB.paa","\AIA_Korea\b_pantsB.paa" }; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge1.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\9D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_DZ_MG : RKA_DZ_Rifle { displayName="MachineGunner(RKA Winter)"; nameSound="machinegunner"; hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","gbag","glasses"}; weapons[]={UP_BREN,Put,UP_Throw}; magazines[]={UP_BRENmag,UP_BRENmag,UP_BRENmag,UP_BRENmag,UP_BRENmag,UP_BRENmag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge2.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\2D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_DZ_SMG : RKA_DZ_MG { displayName="SMG Man(RKA Winter)"; hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","k98pouch","MGbox","glasses"}; weapons[]={UP_STEN,Put,UP_Throw}; magazines[]={UP_STENmag,UP_STENmag,UP_STENmag,UP_STENmag,UP_STENmag,UP_STENmag,USgrenade1,USgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge3.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\6D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_DZ_Medic : RKA_DZ_SMG { displayName="Medic(RKA Winter)"; picture="\misc\medik.paa"; nameSound="medic"; attendant=1; hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","mp40pouch","MGbox","gbag","glasses"}; weapons[]={UP_M1Car,Put,UP_Throw}; magazines[]={UP_M1Carmag,UP_M1Carmag,UP_M1Carmag,UP_M1Carmag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge4.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\7D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_DZ_Sniper : RKA_DZ_Rifle { displayName="Sniper(RKA Winter)"; hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","MGbox","glasses"}; weapons[]={UP_ENFIELDS,Put,UP_Throw}; magazines[]={UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,UP_ENFIELDmag,USgrenade1,USgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge7.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\20D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_DZ_Flag : RKA_DZ_Rifle { displayName="Flagman(RKA Winter)"; hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","glasses"}; weapons[]={RKAFlag,Put,UP_Throw}; magazines[]={strokegun,USgrenade1,USgrenade1}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge8.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\2A.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_DZ_Translator : RKA_DZ_Rifle { displayName="Translator(RKA Winter)"; nameSound="officer"; hiddenSelections[]={"badge","patch","xiongzhang","rank","lbelt","pbelt","HOLSTER","medic","mp40pouch","k98pouch","MGbox","gbag","gear","straps"}; weapons[]={Put,UP_Throw}; magazines[]={}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge10.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\21D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; class RKA_DZ_Officer : RKA_DZ_Rifle { displayName="Officer(RKA Winter)"; nameSound="officer"; hiddenSelections[]={"badge","patch","xiongzhang","rank","pbelt","medic","mp40pouch","k98pouch","MGbox","gbag","gear","straps","glasses"}; weapons[]={otwM1911A1,Binocular,Put,UP_Throw}; magazines[]={otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag,otwM1911A1Mag}; class EventHandlers { Init = "[_this select 0] exec ""\AIA_Korea\KRFace.sqs"";(_this select 0) setObjectTexture [0,""\AIA_Korea\badge11.paa""];(_this select 0) setObjectTexture [1,""\AIA_Korea\22D.paa""];_this exec {\SLX_GL3\SLX_Init_GL3.sqs}"; }; }; }; class CfgFaces { class KRFace01 { name="KRFace1"; texture="\AIA_Korea\face\krface1.paa"; east=1; west=1; }; class KRFace02 { name="KRFace2"; texture="\AIA_Korea\face\krface2.paa"; east=1; west=1; }; class KRFace03 { name="KRFace3"; texture="\AIA_Korea\face\krface3.paa"; east=1; west=1; }; class KRFace04 { name="KRFace4"; texture="\AIA_Korea\face\krface4.paa"; east=1; west=1; }; class KRFace05 { name="KRFace5"; texture="\AIA_Korea\face\krface5.paa"; east=1; west=1; }; class KRFace06 { name="KRFace6"; texture="\AIA_Korea\face\krface6.paa"; east=1; west=1; }; class KRFace07 { name="KRFace7"; texture="\AIA_Korea\face\krface7.paa"; east=1; west=1; }; }; class CfgGroups { class Resistance { name="Resistance"; class PVA_Army { name="AIA: Chinese Volunteer Army"; class PVA_XF { name="AIA: Rifle Squad(PVA Summer)"; class Unit0{name="1";side=2;vehicle="PVA_XF_SMG";rank="Sergeant";position[]={0,3,0};}; class Unit1{name="2";side=2;vehicle="PVA_XF_MG";rank="Corporal";position[]={3,0,0};}; class Unit2{name="3";side=2;vehicle="PVA_XF_Rifle";rank="Corporal";position[]={6,0,0};}; class Unit3{name="4";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={9,0,0};}; class Unit4{name="5";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={12,0,0};}; class Unit5{name="6";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={15,0,0};}; class Unit6{name="7";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={18,0,0};}; class Unit7{name="8";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={21,0,0};}; class Unit8{name="9";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={24,0,0};}; class Unit9{name="10";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={27,0,0};}; class Unit10{name="11";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={30,0,0};}; class Unit11{name="12";side=2;vehicle="PVA_XF_Rifle";rank="Private";position[]={33,0,0};}; }; class PVA_DZ { name="AIA: Rifle Squad(PVA Winter)"; class Unit0{name="1";side=2;vehicle="PVA_DZ_SMG";rank="Sergeant";position[]={0,3,0};}; class Unit1{name="2";side=2;vehicle="PVA_DZ_MG";rank="Corporal";position[]={3,0,0};}; class Unit2{name="3";side=2;vehicle="PVA_DZ_Rifle";rank="Corporal";position[]={6,0,0};}; class Unit3{name="4";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={9,0,0};}; class Unit4{name="5";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={12,0,0};}; class Unit5{name="6";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={15,0,0};}; class Unit6{name="7";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={18,0,0};}; class Unit7{name="8";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={21,0,0};}; class Unit8{name="9";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={24,0,0};}; class Unit9{name="10";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={27,0,0};}; class Unit10{name="11";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={30,0,0};}; class Unit11{name="12";side=2;vehicle="PVA_DZ_Rifle";rank="Private";position[]={33,0,0};}; }; }; }; class East { name="East"; class KPA_Army { name="AIA: North Korea Army"; class KPA_XF { name="AIA: Rifle Squad(KPA Summer)"; class Unit0{name="1";side=0;vehicle="KPA_XF_SMG";rank="Sergeant";position[]={0,3,0};}; class Unit1{name="2";side=0;vehicle="KPA_XF_MG";rank="Corporal";position[]={3,0,0};}; class Unit2{name="3";side=0;vehicle="KPA_XF_Rifle";rank="Corporal";position[]={6,0,0};}; class Unit3{name="4";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={9,0,0};}; class Unit4{name="5";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={12,0,0};}; class Unit5{name="6";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={15,0,0};}; class Unit6{name="7";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={18,0,0};}; class Unit7{name="8";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={21,0,0};}; class Unit8{name="9";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={24,0,0};}; class Unit9{name="10";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={27,0,0};}; class Unit10{name="11";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={30,0,0};}; class Unit11{name="12";side=0;vehicle="KPA_XF_Rifle";rank="Private";position[]={33,0,0};}; }; class KPA_DZ { name="AIA: Rifle Squad(KPA Winter)"; class Unit0{name="1";side=0;vehicle="KPA_DZ_SMG";rank="Sergeant";position[]={0,3,0};}; class Unit1{name="2";side=0;vehicle="KPA_DZ_MG";rank="Corporal";position[]={3,0,0};}; class Unit2{name="3";side=0;vehicle="KPA_DZ_Rifle";rank="Corporal";position[]={6,0,0};}; class Unit3{name="4";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={9,0,0};}; class Unit4{name="5";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={12,0,0};}; class Unit5{name="6";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={15,0,0};}; class Unit6{name="7";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={18,0,0};}; class Unit7{name="8";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={21,0,0};}; class Unit8{name="9";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={24,0,0};}; class Unit9{name="10";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={27,0,0};}; class Unit10{name="11";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={30,0,0};}; class Unit11{name="12";side=0;vehicle="KPA_DZ_Rifle";rank="Private";position[]={33,0,0};}; }; }; }; class West { name="West"; class RKA_Army { name="AIA: South Korea Army"; class RKA_XF { name="AIA: Rifle Squad(RKA Summer)"; class Unit0{name="1";side=1;vehicle="RKA_XF_SMG";rank="Sergeant";position[]={0,3,0};}; class Unit1{name="2";side=1;vehicle="RKA_XF_MG";rank="Corporal";position[]={3,0,0};}; class Unit2{name="3";side=1;vehicle="RKA_XF_Rifle";rank="Corporal";position[]={6,0,0};}; class Unit3{name="4";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={9,0,0};}; class Unit4{name="5";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={12,0,0};}; class Unit5{name="6";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={15,0,0};}; class Unit6{name="7";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={18,0,0};}; class Unit7{name="8";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={21,0,0};}; class Unit8{name="9";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={24,0,0};}; class Unit9{name="10";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={27,0,0};}; class Unit10{name="11";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={30,0,0};}; class Unit11{name="12";side=1;vehicle="RKA_XF_Rifle";rank="Private";position[]={33,0,0};}; }; class RKA_DZ { name="AIA: Rifle Squad(RKA Winter)"; class Unit0{name="1";side=1;vehicle="RKA_DZ_SMG";rank="Sergeant";position[]={0,3,0};}; class Unit1{name="2";side=1;vehicle="RKA_DZ_MG";rank="Corporal";position[]={3,0,0};}; class Unit2{name="3";side=1;vehicle="RKA_DZ_Rifle";rank="Corporal";position[]={6,0,0};}; class Unit3{name="4";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={9,0,0};}; class Unit4{name="5";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={12,0,0};}; class Unit5{name="6";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={15,0,0};}; class Unit6{name="7";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={18,0,0};}; class Unit7{name="8";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={21,0,0};}; class Unit8{name="9";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={24,0,0};}; class Unit9{name="10";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={27,0,0};}; class Unit10{name="11";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={30,0,0};}; class Unit11{name="12";side=1;vehicle="RKA_DZ_Rifle";rank="Private";position[]={33,0,0};}; }; }; }; };
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Arma 3 doesnt want to start with battleeye or 64bit
superdude22 replied to superdude22's topic in ARMA 3 - TROUBLESHOOTING
I have verified, and reinstalled both the game and battleye, and yes it is a legit copy -
Arma 3 doesnt want to start with battleeye or 64bit
superdude22 posted a topic in ARMA 3 - TROUBLESHOOTING
When i try to start the game the launcher opens as usual, and when it is on 64bit and or battleeye is enabled the launcher crashes. But if it is on 32bit and battleeye is disabled then the game starts, also the arma3.exe starts the game fine, the new battleye update or game patches haven't fixed this issue. is there a possible way to fix this? Thank you