module Base
{
	model Vehicles_AutoTurret30mmFire
	{
		mesh = vehicles/GunTurretLaser|GroundPart,
		shader = vehicle_norandom_multiuv,
		invertX = FALSE,
		scale = 1,
	}
	model nil
	{
		mesh =Vehicles/nil,
		texture = Vehicles/null,
		scale = 1,
		shader = vehiclewheel,
	}
	vehicle AutoTurret30mmFire
	{
		mechanicType = 1,
		offRoadEfficiency = 10.2,
		engineRepairLevel = 8,
		playerDamageProtection = 1.2,

		model
		{
			file = Vehicles_AutoTurretLaser,
			scale = 1.0000,
			offset = 0.0000 -0.0200 0.0000,
		}

		skin
		{
			texture = Vehicles/GunTurretLaser,
		}

		textureShadow = Shadows/null,
		textureMask = Vehicles/null,
		textureRust = Vehicles/null,

		sound
		{
			horn = VehicleHorn,
			engine = HeliSilence,
			engineStart = HeliSilence,
		}

		spawnOffsetY = 0,
		extents = 0.9600 0.8400 0.8800,
		mass = 200,
		centerOfMassOffset = 0.0000 0.2900 0.0000,
		shadowExtents = 1.0600 0.9300,
		shadowOffset = -0.0000 0.0000,
		physicsChassisShape = 0.9800 0.5200 0.9200,
		engineForce = 15500,
		maxSpeed = 70f,
		engineLoudness = 800,
		engineQuality = 100,
		brakingForce = 50,
		stoppingMovementForce = 4.0f,
		rollInfluence = 1.0f,
		steeringIncrement = 0.04,
		steeringClamp = 0.3,
		suspensionStiffness = 20,
		suspensionCompression = 4.83,
		suspensionDamping = 3.88,
		maxSuspensionTravelCm = 14,
		suspensionRestLength = 0.20f,
		wheelFriction = 1.4f,
		frontEndHealth = 165,
		rearEndHealth = 130,
		seats = 6,
		template = PassengerSeat6,

		area Engine
		{
			xywh = 0.0700 0.0000 1.5600 1.7000,
		}

		
		template = GunTurret30mmFire,
		template = AmmoCan,
		template = Senser,
		template = SignalSystem,

		attachment trailer
		{
			offset = 0.0000 -0.2700 -0.9400,
			rotate = 0.0000 0.0000 0.0000,
			zoffset = -1.0000,
		}

		attachment trailerfront
		{
			offset = 0.0000 -0.2700 0.8000,
			rotate = 0.0000 0.0000 0.0000,
			zoffset = 1.0000,
		}
	}
}
