module Rotators { template vehicle TruckWaterTankTrunk { /* Because of engine limitations, TrunkRight is unused as of now. We are instead using vanilla Trunk. */ part TrunkRight { area = TrunkRight, category = bodywork, itemType = Base.NormalTrunk, mechanicRequireKey = true, repairMechanic = true, container { conditionAffectsCapacity = false, test = rWaterTrailer.Vehicle.ContainerAccess.TrunkRight, } lua { create = Vehicles.Create.Default, } } part TrunkDoorRight { category = bodywork, area = TrunkRight, door { } anim Close { sound = VehicleTrunkCloseStandard, anim = Trunk_closing, rate = 2.5, } anim Open { sound = VehicleTrunkOpenStandard, anim = Trunk_closing, reverse = TRUE, rate = 1.5, } anim Closed { anim = Trunk_closing, reverse = TRUE, animate = FALSE, } anim Opened { anim = Trunk_closing, animate = FALSE, } anim Lock { sound = LockVehicleDoorStandard, } anim Unlock { sound = UnlockVehicleDoorStandard, } anim IsLocked { sound = VehicleDoorIsLockedStandard, } anim ActorOpen { anim = WindowOpenSuccess, rate = 0.15, angle = 0.0 90.0 0.0, } anim ActorClose { anim = Attack_Shove, rate = 0.3, angle = 0.0 90.0 0.0, } itemType = Base.TrunkDoor, mechanicRequireKey = false, repairMechanic = true, table install { items { item { type = Base.Wrench, count = 1, keep = true, equip = primary, } } time = 300, skills = Mechanics:3, recipes = Basic Mechanics, test = Vehicles.InstallTest.Default, complete = Vehicles.InstallComplete.Door, } table uninstall { items { item { type = Base.Wrench, count = 1, keep = true, equip = primary, } } time = 300, skills = Mechanics:3, recipes = Basic Mechanics, test = Vehicles.UninstallTest.Default, complete = Vehicles.UninstallComplete.Door, } lua { create = Vehicles.Create.TrunkDoor, init = Vehicles.Init.Door, update = Vehicles.Update.TrunkDoor, use = Vehicles.Use.TrunkDoor, } } part TrunkLeft { area = TrunkLeft, category = bodywork, itemType = Base.NormalTrunk, mechanicRequireKey = true, repairMechanic = true, container { conditionAffectsCapacity = false, test = rWaterTrailer.Vehicle.ContainerAccess.TrunkLeft, } lua { create = Vehicles.Create.Default, } } part TrunkDoorLeft { category = bodywork, area = TrunkLeft, door { } anim Close { sound = VehicleTrunkCloseStandard, anim = Trunk2_closing, rate = 2.5, } anim Open { sound = VehicleTrunkOpenStandard, anim = Trunk2_closing, reverse = TRUE, rate = 1.5, } anim Closed { anim = Trunk2_closing, reverse = TRUE, animate = FALSE, } anim Opened { anim = Trunk2_closing, animate = FALSE, } anim Lock { sound = LockVehicleDoorStandard, } anim Unlock { sound = UnlockVehicleDoorStandard, } anim IsLocked { sound = VehicleDoorIsLockedStandard, } anim ActorOpen { anim = WindowOpenSuccess, rate = 0.15, angle = 0.0 -90.0 0.0, } anim ActorClose { anim = Attack_Shove, rate = 0.3, angle = 0.0 -90.0 0.0, } itemType = Base.TrunkDoor, mechanicRequireKey = false, repairMechanic = true, table install { items { item { type = Base.Wrench, count = 1, keep = true, equip = primary, } } time = 300, skills = Mechanics:3, recipes = Basic Mechanics, test = Vehicles.InstallTest.Default, complete = Vehicles.InstallComplete.Door, } table uninstall { items { item { type = Base.Wrench, count = 1, keep = true, equip = primary, } } time = 300, skills = Mechanics:3, recipes = Basic Mechanics, test = Vehicles.UninstallTest.Default, complete = Vehicles.UninstallComplete.Door, } lua { create = Vehicles.Create.TrunkDoor, init = Vehicles.Init.Door, update = Vehicles.Update.TrunkDoor, use = Vehicles.Use.TrunkDoor, } } } }