module Base
{
	model BMP-2
	{
		mesh = vehicles/BMP-2|Base,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = TRUE,
		scale = 0.01,	
	}
	model BMP-2_Wood
	{
		mesh = vehicles/BMP-2|Wood,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = TRUE,
		scale = 0.01,	
	}
	model BMP-2_Armor1
	{
		mesh = vehicles/BMP-2|Armor3,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = TRUE,
		scale = 0.01,	
	}
	model BMP-2_Armor2
	{
		mesh = vehicles/BMP-2|Armor1,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = TRUE,
		scale = 0.01,	
	}
	model BMP-2_Armor3
	{
		mesh = vehicles/BMP-2|Armor2,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = TRUE,
		scale = 0.01,	
	}
	model BMP-2_Hood
	{
		mesh = vehicles/BMP-2|Engine_Door,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = FALSE,
		boneWeight = Bone_Hood 1.0,
	}
	model BMP-2_Door_Front_Left
	{
		mesh = vehicles/BMP-2|Door_Front_Left,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = FALSE,
		boneWeight = Bone_Door_Front_L 1.0,
	}
	model BMP-2_Door_Front_Left_Back
	{
		mesh = vehicles/BMP-2|Door_Front_Left_Back,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = TRUE,
		
	}
	model BMP-2_Door_Back_Left
	{
		mesh = vehicles/BMP-2|Door_Back_L,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = FALSE,		
		boneWeight = Bone_Door_Rear_L 1.0,
	}
	model BMP-2_Door_Back_Right
	{
		mesh = vehicles/BMP-2|Door_Back_R,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = FALSE,	
		boneWeight = Bone_Door_Rear_R 1.0,		
	}
	model BMP-2_Door_Rear_Left
	{
		mesh = vehicles/BMP-2|Door_Rear_L,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = TRUE,
		
	}
	model BMP-2_Door_Rear_Right
	{
		mesh = vehicles/BMP-2|Door_Rear_R,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = TRUE,		
	}
	model BMP-2_Turrent
	{
		mesh = vehicles/BMP-2_Turret|Turret,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = FALSE,
		boneWeight = Bone_Base_Turrent 1.0,
	}
	model BMP-2_Cannon
	{
		mesh = vehicles/BMP-2_Turret|Cannon,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = FALSE,
		boneWeight = Bone_Cannon 1.0,
	}
	model BMP-2_Muzzle
	{
		mesh = vehicles/BMP-2_Turret|Muzzle,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = FALSE,
		boneWeight = Bone_Base_Turrent 1.0,
	}
	model BMP-2_Turrent_Door_Right
	{
		mesh = vehicles/BMP-2_Turret|Door_Turret_R,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = FALSE,
		boneWeight = Bone_Door_Gunner 1.0,		
	}
	model BMP-2_Turrent_Door_Left
	{
		mesh = vehicles/BMP-2_Turret|Door_Turret_L,
		shader = vehicle_noreflect,
		invertX = FALSE,
		invertY = FALSE,
		scale = 0.01,
		static = FALSE,
		boneWeight = Bone_Base_Turrent 1.0,
	}
	model BMP-2_Tire
	{
		mesh = vehicles/BMP-2_Tire,
		shader = vehicle_noreflect,
		scale = 0.01,
		static = FALSE,
		boneWeight = Bone 1.0,
		boneWeight = Bone.001 1.0,
		boneWeight = Bone.002 1.0,
		boneWeight = Bone.003 1.0,
		boneWeight = Bone.004 1.0,
		boneWeight = Bone.005 1.0,
		boneWeight = Bone.006 1.0,
		boneWeight = Bone.007 1.0,

	}
	model BMP-2_Track_1
	{
		mesh = vehicles/BMP-2_Track_1,
		shader = vehicle_noreflect,
		scale = 0.01,
		static = FALSE,		
		boneWeight = Bone.005 1.0,
		boneWeight = Bone.006 1.0,
		boneWeight = Bone.007 1.0,
		boneWeight = Bone.008 1.0,
		boneWeight = Bone.009 1.0,
		boneWeight = Bone.010 1.0,
		boneWeight = Bone.011 1.0,
		boneWeight = Bone.012 1.0,
		boneWeight = Bone.013 1.0,
		boneWeight = Bone.014 1.0,
		boneWeight = Bone.015 1.0,
		boneWeight = Bone.016 1.0,
		boneWeight = Bone.017 1.0,
		boneWeight = Bone.018 1.0,
		boneWeight = Bone.019 1.0,
		boneWeight = Bone.020 1.0,
		boneWeight = Bone.021 1.0,
		boneWeight = Bone.022 1.0,
		boneWeight = Bone.023 1.0,
		boneWeight = Bone.024 1.0,
		boneWeight = Bone.025 1.0,
		boneWeight = Bone.026 1.0,
		boneWeight = Bone.027 1.0,
		boneWeight = Bone.028 1.0,
		boneWeight = Bone.029 1.0,
		boneWeight = Bone.030 1.0,
		boneWeight = Bone.031 1.0,
		boneWeight = Bone.032 1.0,
		boneWeight = Bone.033 1.0,
	}
	model BMP-2_Track_2
	{
		mesh = vehicles/BMP-2_Track_2,	
		shader = vehicle_noreflect,
		scale = 0.01,
		static = FALSE,
		boneWeight = Bone.001 1.0,
		boneWeight = Bone.002 1.0,
		boneWeight = Bone.003 1.0,
		boneWeight = Bone.004 1.0,
		boneWeight = Bone.005 1.0,
		boneWeight = Bone.006 1.0,
		boneWeight = Bone.007 1.0,
		boneWeight = Bone.008 1.0,
		boneWeight = Bone.009 1.0,
		boneWeight = Bone.010 1.0,
		boneWeight = Bone.011 1.0,
		boneWeight = Bone.012 1.0,
		boneWeight = Bone.013 1.0,
		boneWeight = Bone.014 1.0,
		boneWeight = Bone.015 1.0,
		boneWeight = Bone.016 1.0,
		boneWeight = Bone.017 1.0,
		boneWeight = Bone.018 1.0,
		boneWeight = Bone.019 1.0,
		boneWeight = Bone.020 1.0,
		boneWeight = Bone.021 1.0,
		boneWeight = Bone.022 1.0,
		boneWeight = Bone.023 1.0,
		boneWeight = Bone.024 1.0,
		boneWeight = Bone.025 1.0,
		boneWeight = Bone.026 1.0,
		boneWeight = Bone.027 1.0,
		boneWeight = Bone.028 1.0,
		boneWeight = Bone.029 1.0,
		boneWeight = Bone.030 1.0,
		boneWeight = Bone.031 1.0,
		boneWeight = Bone.032 1.0,
		boneWeight = Bone.033 1.0,
		boneWeight = Bone.034 1.0,
		boneWeight = Bone.035 1.0,
	}
	vehicle BMP-2
	{
		mechanicType = 2,
		offRoadEfficiency = 1.3,
		engineRepairLevel = 8,
		playerDamageProtection = 0.8,
		engineRPMType = van,

		model
		{
			file = BMP-2,
			scale = 0.9300,
			offset = 0.0000 -0.1398 0.0000,
			rotate = 0 180 0,
		}

		spawnOffsetY = 0.12999995,

		skin
		{
			texture = Vehicles/BMP-2_Green,
		}
		skin
		{
			texture = Vehicles/BMP-2_Desert,
		}
		skin
		{
			texture = Vehicles/BMP-2_Grey,
		}
		
		skin
		{
			texture = Vehicles/BMP-2_Camo,
		}

		textureMask = Vehicles/BMP-2_Mask,
		textureLights = Vehicles/BMP-2_Light,
		textureDamage1Overlay = Vehicles/no_texture_tank,
		textureDamage2Overlay = Vehicles/no_texture_tank,
		textureDamage1Shell = Vehicles/no_texture_tank,
		textureDamage2Shell = Vehicles/no_texture_tank,
		textureRust = Vehicles/BMP-2_Rust,

		sound
		{
			engine = VehicleEngineOffRoad,
			engineStart = VehicleEngineOffRoad,
			engineTurnOff = VehicleEngineOffRoad,
			horn = VehicleHornJeep,
			ignitionFail = VehicleIgnitionFailOffRoad,
		}

		extents = 3.0968 2.1290 6.4301,
		mass = 1104,
		physicsChassisShape = 3.0968 2.1290 6.4301,
		centerOfMassOffset = 0.0000 1.3763 0.4086,
		shadowExtents = 3.1253 6.1776,
		shadowOffset = 0.0000 0.2790,
		engineForce = 5600,
		engineLoudness = 90,
		engineQuality = 90,
		maxSpeed = 25f,
		gearRatioCount = 1,
		gearRatioR = 5.5,
		gearRatio1 = 10.0,
		brakingForce = 80,
		stoppingMovementForce = 5.0f,
		rollInfluence = 0.7f,
		steeringIncrement = 1.04,
		steeringClamp = 1.3,
		suspensionStiffness = 50,
		suspensionCompression = 4.1,
		suspensionDamping = 3.4,
		maxSuspensionTravelCm = 20,
		suspensionRestLength = 0.2,
		wheelFriction = 1.8f,
		frontEndHealth = 5000,
		rearEndHealth = 3000,
		isSmallVehicle = false,
		seats = 8,

		wheel FrontLeft
		{
			front = true,
			offset = 1.0753 -0.0215 1.8602,
			radius = 0.15f,
			width = 0.2f,
		}

		wheel FrontRight
		{
			front = true,
			offset = -1.1828 -0.0215 1.8602,
			radius = 0.15f,
			width = 0.2f,
		}

		wheel RearLeft
		{
			front = false,
			offset = 1.0753 -0.0215 -1.9355,
			radius = 0.15f,
			width = 0.2f,
		}

		wheel RearRight
		{
			front = false,
			offset = -1.1828 -0.0215 -1.9355,
			radius = 0.15f,
			width = 0.2f,
		}

		area Engine
		{
			xywh = -1.9355 1.9462 0.7742 0.7312,
		}

		area SeatFrontLeft
		{
			xywh = 1.9247 1.7849 0.7527 0.7527,
		}

		area SeatFrontRight
		{
			xywh = -1.9462 -0.3118 0.7957 0.7957,
		}

		area GasTank
		{
			xywh = 0.3871 -3.1935 0.7742 0.7742,
		}

		area SeatRearLeft
		{
			xywh = 0.3871 -3.1935 0.7742 0.7742,
		}

		area SeatRearRight
		{
			xywh = -0.3871 -3.1935 0.7742 0.7742,
		}

		area TireFrontLeft
		{
			xywh = 1.0968 1.6559 0.5161 0.5161,
		}

		area TireFrontRight
		{
			xywh = -1.0968 1.5484 0.5161 0.5161,
		}

		area TireRearLeft
		{
			xywh = 1.0968 -1.3978 0.5161 0.5161,
		}

		area TireRearRight
		{
			xywh = -1.0968 -1.3871 0.5161 0.5161,
		}

		area SideTruck
		{
			xywh = 0.0000 1.9677 4.6452 2.5591,
		}

		template = TankTrack/part/Track_1,
		template = TankTrack/part/Track_2,
		template = TankTrack/part/Tire,

		part Track_1
		{
			category = tire,

			model Default
			{
				file = BMP-2_Track_1,
				offset = 0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.0,
			}

			anim Static
			{
				anim = TrackAction,
				reverse = FALSE,
				animate = FALSE,
				rate = 0.001,
			}

			anim Front_Slow
			{
				anim = TrackAction,
				reverse = FALSE,
				loop = TRUE,
				rate = 0.5,
			}

			anim Front_Normal
			{
				anim = TrackAction,
				reverse = FALSE,
				loop = TRUE,
				rate = 1.0,
			}

			anim Front_Fast
			{
				anim = TrackAction,
				reverse = FALSE,
				loop = TRUE,
				rate = 1.5,
			}

			anim Back_Slow
			{
				anim = TrackAction,
				reverse = TRUE,
				loop = TRUE,
				rate = 0.5,
			}

			anim Back_Normal
			{
				anim = TrackAction,
				reverse = TRUE,
				loop = TRUE,
				rate = 1.0,
			}

			anim Back_Fast
			{
				anim = TrackAction,
				reverse = TRUE,
				loop = TRUE,
				rate = 1.5,
			}

			lua
			{
				create = Vehicles.Create.TRACK,
				init = Vehicles.Init.TRACK,
				update = Vehicles.Update.TRACK,
			}
		}

		part Track_2
		{
			category = tire,

			model Default
			{
				file = BMP-2_Track_2,
				offset = 0.0000 -0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.00,
			}

			anim Static
			{
				anim = TrackAction,
				reverse = FALSE,
				animate = FALSE,
				rate = 0.001,
			}

			anim Front_Slow
			{
				anim = TrackAction,
				reverse = FALSE,
				loop = TRUE,
				rate = 0.5,
			}

			anim Front_Normal
			{
				anim = TrackAction,
				reverse = FALSE,
				loop = TRUE,
				rate = 1.0,
			}

			anim Front_Fast
			{
				anim = TrackAction,
				reverse = FALSE,
				loop = TRUE,
				rate = 1.5,
			}

			anim Back_Slow
			{
				anim = TrackAction,
				reverse = TRUE,
				loop = TRUE,
				rate = 0.5,
			}

			anim Back_Normal
			{
				anim = TrackAction,
				reverse = TRUE,
				loop = TRUE,
				rate = 1.0,
			}

			anim Back_Fast
			{
				anim = TrackAction,
				reverse = TRUE,
				loop = TRUE,
				rate = 1.5,
			}

			lua
			{
				create = Vehicles.Create.TRACK,
				init = Vehicles.Init.TRACK,
				update = Vehicles.Update.TRACK,
			}
		}

		part Tire
		{
			category = nodisplay,

			model Default
			{
				file = BMP-2_Tire,
				offset = 0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.0,
			}

			anim Static
			{
				anim = Action,
				reverse = FALSE,
				animate = FALSE,
				rate = 0.001,
			}

			anim Front_Slow
			{
				anim = Action,
				reverse = FALSE,
				loop = TRUE,
				rate = 0.5,
			}

			anim Front_Normal
			{
				anim = Action,
				reverse = FALSE,
				loop = TRUE,
				rate = 1,
			}

			anim Front_Fast
			{
				anim = Action,
				reverse = FALSE,
				loop = TRUE,
				rate = 1.5,
			}

			anim Back_Slow
			{
				anim = Action,
				reverse = TRUE,
				loop = TRUE,
				rate = 0.5,
			}

			anim Back_Normal
			{
				anim = Action,
				reverse = TRUE,
				loop = TRUE,
				rate = 1,
			}

			anim Back_Fast
			{
				anim = Action,
				reverse = TRUE,
				loop = TRUE,
				rate = 1.5,
			}

			lua
			{
				create = Vehicles.Create.TRACK,
				init = Vehicles.Init.TRACK,
				update = Vehicles.Update.TRACK,
			}
		}


		template = TankMachinegun/part/Cannon30mm2A42_Driver,
		template = TankMachinegun/part/PKT_Coax_Driver,

		part Cannon30mm2A42_Driver
		{
			model Default
			{
				file = BMP-2_Cannon,
				offset = 0.0000 0.0000 -0.2800,
				rotate = 0.0000 0.0000 0.0000,
				scale = 1.0,
			}

			model Muzzle
			{
				file = BMP-2_Muzzle,
				offset = 0.0000 0.0000 -0.2800,
				rotate = 0.0000 0.0000 0.0000,
				scale = 1.0,
			}
		}

		part PKT_Coax_Driver
		{
			parent = Turrent,
		}

		template = Turrent,

		part Turrent
		{
			category = Turrent,

			model Default
			{
				file = BMP-2_Turrent,
				offset = 0.0000 0.0000 -0.2800,
				rotate = 0.0000 0.0000 0.0000,
				scale = 1.0,
			}

			lua
			{
				create = Vehicles.Create.TORRENTA,
				init = Vehicles.Init.TORRENTA,
				update = Vehicles.Update.TORRENTA,
			}
		}

		part TankRoof
		{
			mechanicArea = Back,
			area = SideTruck,
			category = bodywork,
			itemType = Base.NormalTrunk,
			mechanicRequireKey = false,
			repairMechanic = true,
			durability = 10,

			container
			{
				conditionAffectsCapacity = false,
				capacity = 30,
				test = Vehicles.ContainerAccess.TruckBedOpen,
			}

			lua
			{
				create = Vehicles.Create.Default,
			}
		}

		template = GloveBox,

		part GloveBox
		{
			container
			{
				capacity = 20,
			}
		}

		template = GasTank,

		part GasTank
		{
			container
			{
				conditionAffectsCapacity = false,
				capacity = 95,
			}

			install
			{
				skills = Mechanics:7,
				recipes = Intermediate Mechanics,
			}

			uninstall
			{
				skills = Mechanics:7,
				recipes = Intermediate Mechanics,
			}
		}

		template = Battery,
		template = Engine,
		template = Muffler,

		part Muffler
		{
			table install
			{
				recipes = Advanced Mechanics,
			}

			table uninstall
			{
				recipes = Advanced Mechanics,
			}
		}

		template = EngineDoor,

		part EngineDoor
		{
			itemType = Base.BMP-2_Hood,

			model Default
			{
				file = BMP-2_Hood,
				offset = -0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.0,
			}

			anim Close
			{
				anim = Door,
				reverse = TRUE,
				rate = 2.0,
			}

			anim Open
			{
				anim = Door,
				reverse = FALSE,
				rate = 2.0,
			}

			anim Closed
			{
				anim = Door,
				reverse = FALSE,
				animate = FALSE,
			}

			anim Opened
			{
				anim = Door,
				reverse = TRUE,
				animate = FALSE,
			}

			anim ActorOpen
			{
				anim = WindowOpenSuccess,
				rate = 0.15,
				angle = 0.0 0.0 0.0,
			}

			anim ActorClose
			{
				anim = Attack_Shove,
				rate = 0.3,
				angle = 0.0 0.0 0.0,
			}

			table install
			{
				recipes = Advanced Mechanics,
			}

			table uninstall
			{
				recipes = Advanced Mechanics,
			}

			anim ActorOpen
			{
				sound = VehicleHoodOpenSportsCar,
			}

			anim Close
			{
				sound = VehicleHoodCloseSportsCar,
			}
		}

		template = SeatM113D/part/SeatFrontLeft,
		template = SeatM113D/part/SeatP1,
		template = SeatM113D/part/SeatP2,
		template = SeatM113D/part/SeatP3,
		template = SeatM113D/part/SeatP4,
		template = SeatM113D/part/SeatP5,
		template = SeatM113D/part/SeatP6,
		template = PassengerM113D,

		passenger FrontLeft
		{
			position inside
			{
				offset = 0.0000 0.9140 -0.2796,
				rotate = 0.0000 0.0235 0.0000,
			}

			position outside
			{
				offset = 1.8280 0.0000 1.7742,
				rotate = 0.0000 0.0000 0.0000,
				area = SeatFrontLeft,
			}

			door = DoorFrontLeft,
			area = SeatFrontLeft,

			switchSeat P1
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P2
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P3
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P4
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P5
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P6
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}
		}

		passenger P1
		{
			position inside
			{
				offset = -0.7634 0.9140 -0.4839,
				rotate = 0.0000 0.0235 0.0000,
			}

			position outside
			{
				offset = -1.8710 0.0000 0.0000,
				rotate = 0.0000 0.0000 0.0000,
				area = SeatFrontRight,
			}

			showPassenger = false,
			door = DoorFrontRight,

			switchSeat FrontLeft
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P2
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P3
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P4
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P5
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P6
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}
		}

		passenger P2
		{
			position inside
			{
				offset = 0.7527 0.9247 0.9140,
				rotate = 0.0000 0.0000 0.0000,
			}

			position outside
			{
				offset = 1.8280 0.0000 1.7742,
				rotate = 0.0000 0.0000 0.0000,
				area = SeatFrontLeft,
			}

			door = DoorFrontLeft,
			

			switchSeat FrontLeft
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P1
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P3
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P4
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P5
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P6
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}
		}

		passenger P3
		{
			position inside
			{
				offset = 0.4409 0.9140 -1.5054,
				rotate = 0.0000 0.0000 0.0000,
			}

			position outside
			{
				offset = 0.3226 0.0000 -2.9892,
				rotate = 0.0000 0.0000 0.0000,
			}

			door = DoorRearLeft,

			switchSeat FrontLeft
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P1
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P2
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P4
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P5
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P6
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}
		}

		passenger P4
		{
			position inside
			{
				offset = 0.4409 0.9140 -2.2366,
				rotate = 0.0000 0.0000 0.0000,
			}

			position outside
			{
				offset = 0.3226 0.0000 -2.9892,
				rotate = 0.0000 0.0000 0.0000,
			}

			door = DoorRearLeft,
			area = SeatRearLeft,

			switchSeat FrontLeft
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P1
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P2
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P3
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P5
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P6
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}
		}

		passenger P5
		{
			position inside
			{
				offset = -0.5376 0.9140 -1.5054,
				rotate = 0.0000 0.0000 0.0000,
			}

			position outside
			{
				offset = -0.3978 0.0000 -2.9677,
				rotate = 0.0000 0.0000 0.0000,
			}

			door = DoorRearRight,

			switchSeat FrontLeft
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}
			
			switchSeat P1
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P2
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P3
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P4
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P6
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}
		}

		passenger P6
		{
			position inside
			{
				offset = -0.5376 0.9140 -2.2366,
				rotate = 0.0000 0.0000 0.0000,
			}

			position outside
			{
				offset = -0.3978 0.0000 -2.9677,
				rotate = 0.0000 0.0000 0.0000,
			}

			door = DoorRearRight,
			area = SeatRearRight,

			switchSeat FrontLeft
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P1
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P2
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P3
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P4
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}

			switchSeat P5
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
			}
		}

		part PassengerCompartment
		{
			category = nodisplay,

			passenger*
			{
				hasRoof = true,
			}

			lua
			{
				update = Vehicles.Update.PassengerCompartment,
			}
		}

		template = Windshield/part/Windshield,

		part Windshield
		{
			category = nodisplay,
		}

		template = TankArmor,

		part Armor
		{
			table ArmorData
			{
				thickness = 35,
			}

			itemType = Base.TankArmor,
			repairMechanic = true,
			mechanicArea = Engine,
			mechanicRequireKey = true,
			durability = 10,
			category = Armor,
			area = Engine,

			model Armor1
			{
				file = BMP-2_Armor1,
				offset = -0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.0,
			}

			model Armor2
			{
				file = BMP-2_Armor2,
				offset = -0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.0,
			}

			model Armor3
			{
				file = BMP-2_Armor3,
				offset = -0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.0,
			}

			lua
			{
				create = Vehicles.Create.ARMOR,
				init = Vehicles.Init.ARMOR,
				update = Vehicles.Update.ARMOR,
			}
		}

		template = Door/part/DoorFrontLeft,

		part DoorFrontLeft
		{
			itemType = Base.BMP-2_Front_Door,
			repairMechanic = true,
			mechanicArea = SeatFrontLeft,
			area = SeatFrontLeft,

			model Default
			{
				file = BMP-2_Door_Front_Left,
				offset = -0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.0,
			}

			anim Close
			{
				anim = Door,
				reverse = TRUE,
				rate = 2.0,
			}

			anim Open
			{
				anim = Door,
				reverse = FALSE,
				rate = 2.0,
			}

			anim Closed
			{
				anim = Door,
				reverse = FALSE,
				animate = FALSE,
			}

			anim Opened
			{
				anim = Door,
				reverse = TRUE,
				animate = FALSE,
			}

			anim ActorOpen
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
				angle = 0.0 270.0 0.0,
			}

			anim ActorClose
			{
				angle = 0.0 270.0 0.0,
			}
		}

		template = Door/part/DoorFrontRight,

		part DoorFrontRight
		{
			itemType = Base.BMP-2_Front_Door,
			repairMechanic = true,
			mechanicArea = SeatFrontRight,
			area = SeatFrontRight,
			parent = Turrent,

			model Default
			{
				file = BMP-2_Turrent_Door_Right,
				offset = 0.0000 0.0000 -0.2800,
				rotate = 0.0000 0.0000 0.0000,
				scale = 1.0,
			}

			anim Close
			{
				anim = Door,
				reverse = TRUE,
				rate = 1.0,
			}

			anim Open
			{
				anim = Door,
				reverse = FALSE,
				rate = 1.0,
			}

			anim Closed
			{
				anim = Door,
				reverse = FALSE,
				animate = FALSE,
			}

			anim Opened
			{
				anim = Door,
				reverse = TRUE,
				animate = FALSE,
			}

			anim ActorOpen
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
				angle = 0.0 270.0 0.0,
			}

			anim ActorClose
			{
				angle = 0.0 270.0 0.0,
			}
		}

		template = Door/part/DoorRearLeft,

		part DoorRearLeft
		{
			itemType = Base.BMP-2_Rear_Door,
			repairMechanic = true,
			mechanicArea = SeatRearLeft,
			area = SeatRearLeft,

			model Default
			{
				file = BMP-2_Door_Back_Left,
				offset = 0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.0,
			}

			anim Close
			{
				anim = Door,
				reverse = TRUE,
				rate = 1.0,
			}

			anim Open
			{
				anim = Door,
				reverse = FALSE,
				rate = 1.0,
			}

			anim Closed
			{
				anim = Door,
				reverse = FALSE,
				animate = FALSE,
			}

			anim Opened
			{
				anim = Door,
				reverse = TRUE,
				animate = FALSE,
			}

			anim ActorOpen
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
				angle = 0.0 270.0 0.0,
			}

			anim ActorClose
			{
				angle = 0.0 270.0 0.0,
			}
		}

		template = Door/part/DoorRearRight,

		part DoorRearRight
		{
			itemType = Base.BMP-2_Rear_Door,
			repairMechanic = true,
			mechanicArea = SeatRearRight,
			area = SeatRearRight,

			model Default
			{
				file = BMP-2_Door_Back_Right,
				offset = 0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
				scale = 1.0,
			}

			anim Close
			{
				anim = Door,
				reverse = TRUE,
				rate = 1.0,
			}

			anim Open
			{
				anim = Door,
				reverse = FALSE,
				rate = 1.0,
			}

			anim Closed
			{
				anim = Door,
				reverse = FALSE,
				animate = FALSE,
			}

			anim Opened
			{
				anim = Door,
				reverse = TRUE,
				animate = FALSE,
			}

			anim ActorOpen
			{
				anim = Climb_WindowB,
				rate = 0.23,
				sound =,
				angle = 0.0 270.0 0.0,
			}

			anim ActorClose
			{
				angle = 0.0 270.0 0.0,
			}
		}
		
		
		part HatchFrontLeft
		{
			itemType = Base.BMP-2_Rear_Hatch,
			area = SeatFrontLeft,
			mechanicRequireKey = false,
			durability = 3,
			category = door,

			model Default
			{
				file = BMP-2_Door_Front_Left_Back,
				offset = 0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
			}
			table install
            {
                items
                {
                    1
                    {
                        tags = base:wrench,
                        count = 1,
                        keep = true,
                        equip = primary,
                    }
                }
                time = 500,
                skills = Mechanics:5,
                recipes = Basic Mechanics,
                test = Vehicles.InstallTest.Default,
                door = EngineDoor,
            }
            table uninstall
            {
                items
                {
                    1
                    {
                        tags = base:wrench,
                        count = 1,
                        keep = true,
                        equip = primary,
                    }
                }
                time = 500,
                skills = Mechanics:5,
                recipes = Basic Mechanics,
                test = Vehicles.UninstallTest.Default,
            }
            lua
            {
                create = Vehicles.Create.Default,
            }
		}

		part HatchFrontRight
		{
			itemType = Base.BMP-2_Rear_Hatch,
			area = SeatFrontRight,
			mechanicRequireKey = false,
			parent = Turrent,
			durability = 3,
			category = door,

			model Default
			{
				file = BMP-2_Turrent_Door_Left,
				offset = 0.0000 0.0000 -0.2800,
				rotate = 0.0000 0.0000 0.0000,
			}
						table install
            {
                items
                {
                    1
                    {
                        tags = base:wrench,
                        count = 1,
                        keep = true,
                        equip = primary,
                    }
                }
                time = 500,
                skills = Mechanics:5,
                recipes = Basic Mechanics,
                test = Vehicles.InstallTest.Default,
                door = EngineDoor,
            }
            table uninstall
            {
                items
                {
                    1
                    {
                        tags = base:wrench,
                        count = 1,
                        keep = true,
                        equip = primary,
                    }
                }
                time = 500,
                skills = Mechanics:5,
                recipes = Basic Mechanics,
                test = Vehicles.UninstallTest.Default,
            }
            lua
            {
                create = Vehicles.Create.Default,
            }
		}

		part HatchRearLeft
		{
			itemType = Base.BMP-2_Rear_Hatch,
			area = SeatRearLeft,
			mechanicRequireKey = false,
			durability = 3,
			category = door,			

			model Default
			{
				file = BMP-2_Door_Rear_Left,
				offset = 0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
			}
						table install
            {
                items
                {
                    1
                    {
                        tags = base:wrench,
                        count = 1,
                        keep = true,
                        equip = primary,
                    }
                }
                time = 500,
                skills = Mechanics:5,
                recipes = Basic Mechanics,
                test = Vehicles.InstallTest.Default,
                door = EngineDoor,
            }
            table uninstall
            {
                items
                {
                    1
                    {
                        tags = base:wrench,
                        count = 1,
                        keep = true,
                        equip = primary,
                    }
                }
                time = 500,
                skills = Mechanics:5,
                recipes = Basic Mechanics,
                test = Vehicles.UninstallTest.Default,
            }
            lua
            {
                create = Vehicles.Create.Default,
            }
		}

		part HatchRearRight
		{
			itemType = Base.BMP-2_Rear_Hatch,
			area = SeatRearRight,
			mechanicRequireKey = false,	
			durability = 3,
			category = door,			

			model Default
			{
				file = BMP-2_Door_Rear_Right,
				offset = 0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
			}
						table install
            {
                items
                {
                    1
                    {
                        tags = base:wrench,
                        count = 1,
                        keep = true,
                        equip = primary,
                    }
                }
                time = 500,
                skills = Mechanics:5,
                recipes = Basic Mechanics,
                test = Vehicles.InstallTest.Default,
                door = EngineDoor,
            }
            table uninstall
            {
                items
                {
                    1
                    {
                        tags = base:wrench,
                        count = 1,
                        keep = true,
                        equip = primary,
                    }
                }
                time = 500,
                skills = Mechanics:5,
                recipes = Basic Mechanics,
                test = Vehicles.UninstallTest.Default,
            }
            lua
            {
                create = Vehicles.Create.Default,
            }
		}

		template = Tire,

		part TireFrontLeft
		{
			category = nodisplay,

			model InflatedTirePlusWheel
			{
				file = fake_wheel,
				offset = 0.0000 0.0000 0.0000,
				rotate = 0.0000 0.0000 0.0000,
			}

			lua
			{
                create = Vehicles.Create.Tire,
                init = Vehicles.Init.TANKTIRE,
                update = Vehicles.Update.TANKTIRE,
			}
		}

		part TireRearLeft
		{
			category = nodisplay,

			model InflatedTirePlusWheel
			{
				file = fake_wheel,
				offset = 0.0000 0.0000 0.0000,
				rotate = 0.0000 0.0000 0.0000,
			}

			lua
			{
                create = Vehicles.Create.Tire,
                init = Vehicles.Init.TANKTIRE,
                update = Vehicles.Update.TANKTIRE,
			}
		}

		part TireFrontRight
		{
			category = nodisplay,

			model InflatedTirePlusWheel
			{
				file = fake_wheel,
				rotate = 0.0000 180.0000 0.0000,
				offset = 0.0000 0.0000 0.0000,
			}

			lua
			{
                create = Vehicles.Create.Tire,
                init = Vehicles.Init.TANKTIRE,
                update = Vehicles.Update.TANKTIRE,
			}
		}

		part TireRearRight
		{
			category = nodisplay,

			model InflatedTirePlusWheel
			{
				file = fake_wheel,
				rotate = 0.0000 180.0000 0.0000,
				offset = 0.0000 0.0000 0.0000,
			}

			lua
			{
                create = Vehicles.Create.Tire,
                init = Vehicles.Init.TANKTIRE,
                update = Vehicles.Update.TANKTIRE,
			}
		}

		template = TankBrake,

		part Brake*
		{
			table install
			{
				skills = Mechanics:7,
				recipes = Advanced Mechanics,
			}

			table uninstall
			{
				skills = Mechanics:7,
				recipes = Advanced Mechanics,
			}
		}

		template = TankSuspension,

		part Suspension*
		{
			table install
			{
				skills = Mechanics:7,
				recipes = Advanced Mechanics,
			}

			table uninstall
			{
				skills = Mechanics:7,
				recipes = Advanced Mechanics,
			}
		}

		template = Radio,
		
		part Wood
		{
			itemType = Base.Log,
			specificItem = false,
			 durability = 5,
			 
			model Default
			{
				file = BMP-2_Wood,
				offset = 0.0000 0.0000 -0.0000,
				rotate = 0.0000 180.0000 0.0000,
			}		

			table install
			{
				skills = Mechanics:1,
                time = 100,
                test = Vehicles.InstallTest.Default,				
			}

			table uninstall
			{
				skills = Mechanics:1,
                time = 100,
                test = Vehicles.UninstallTest.Default,				
			}
		}

		part Heater
		{
			category = engine,

			lua
			{
				update = Vehicles.Update.Heater,
			}
		}

		template = Headlight,

		physics box
		{
			offset = -1.2836 0.5684 0.0000,
			extents = 0.3158 1.0526 5.0105,
			rotate = 0.0000 0.0000 0.0000,
		}

		physics box
		{
			offset = 1.2816 0.5684 0.0000,
			extents = 0.3158 1.0526 5.0105,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment trailer
		{
			offset = 0.0000 0.3529 -2.8043,
			rotate = 0.0000 0.0000 0.0000,
			zoffset = -1.0000,
		}

		attachment trailerfront
		{
			offset = 0.0000 0.3529 2.6650,
			rotate = 0.0000 0.0000 0.0000,
			zoffset = 1.0000,
		}
	}
}
