I took a look.
Couple of comments:
In your AllYAl.cfg, remove the "FOR", it's not needed.
Using the !MODULE is somewhat irrelevant, since, unless someone installed the mod two times, the cfg will only be run once
The mod support file is nice, I'll use it, but again, remove the FORs
and your ideas (my comments follow the quote):
Should already work
No, because ModuleAnimateGeneric is used for many things. This may be something that it isn't worth fixing. Besides, it won' t work. A CargoBay part has both ModuleCargoBay AND ModuleAnimateGeneric. This would require writing a new module, which I'm not going to do right now.
Please try this out and let me know how it goes.
AYA_Generic - a blank module that just deploys whatever it's attatched to
MODULE
{
name = ModuleAnimateGeneric
animationName = doors_125
actionGUIName = #autoLOC_502068 //#autoLOC_502068 = Toggle
startEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open
endEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close
allowAnimationWhileShielded = False
}
The problem with this is there is no way to know if the part is open or closed. Cargo Bays have a dedicated flag in the ModuleCargoBay part. I would have to replace the ModuleAnimateGeneric with a something like:
AYA_ModuleAnimateGeneric
which would inherit the standard ModuleAnimateGeneric, and then keep track of a open/closed flag myself. But this would then have the possibility of interfering with other mods which may be looking for the ModuleAnimateGeneric module in that part. I'll think about it, but am busy with another mod right now, so not sure if/when I'll get to this.