[fuse] name = br_gunship_fuse lifetime = 6 death_fuse = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = DpPortengine at_t = 0.000000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 hardpoint = DpPortengine at_t = 0.000000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] at_t = 0.000000 group_name = Br_port_eng_lod1 fate = disappear [start_effect] effect = gf_explosion_br_gunboat_damage hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_flashbang#3 hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_flashbang#2 hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_hp_attachment] hardpoint = HpTurret_b4_03 at_t = 0.290000 fate = debris [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = HpShield01 at_t = 0.290000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpShield01 at_t = 0.290000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] at_t = 0.300000 group_name = br_tail_lod1 fate = disappear [start_effect] effect = gf_explosion_br_gunboat_flashbang#3 hardpoint = DpCntrlTwr at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = DpCntrlTwr at_t = 0.590000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = DpCntrlTwr at_t = 0.590000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] at_t = 0.600000 group_name = br_cntrl_twr_lod1 fate = disappear [start_effect] effect = gf_explosion_br_gunboat_flashbang#2 hardpoint = DpCntrlTwr at_t = 0.650000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_bigexp hardpoint = DpCntrlTwr at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = DpTail at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional01 hardpoint = DpCntrlTwr at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = Hprunninglight07 at_t = 0.930000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] at_t = 0.950000 group_name = br_port_wing_lod1 fate = debris [destroy_group] at_t = 0.990000 group_name = br_star_wing_lod1 fate = debris [destroy_root] at_t = 1.000000 [fuse] name = br_gunship_player_fuse lifetime = 6 death_fuse = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = DpPortengine at_t = 0.000000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 hardpoint = DpPortengine at_t = 0.000000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] fate = disappear at_t = 0.000000 group_name = dsy_dummy_group [start_effect] effect = gf_explosion_br_gunboat_damage hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_flashbang#3 hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_flashbang#2 hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_hp_attachment] hardpoint = HpTurret_b4_03 at_t = 0.290000 fate = debris [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = HpShield01 at_t = 0.290000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpShield01 at_t = 0.290000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] at_t = 0.300000 group_name = br_tail_lod1 fate = disappear [start_effect] effect = gf_explosion_br_gunboat_flashbang#3 hardpoint = DpCntrlTwr at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = DpCntrlTwr at_t = 0.590000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = DpCntrlTwr at_t = 0.590000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] at_t = 0.600000 group_name = br_cntrl_twr_lod1 fate = disappear [start_effect] effect = gf_explosion_br_gunboat_flashbang#2 hardpoint = DpCntrlTwr at_t = 0.650000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_bigexp hardpoint = DpCntrlTwr at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = DpTail at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional01 hardpoint = DpCntrlTwr at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = Hprunninglight07 at_t = 0.930000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] at_t = 0.950000 group_name = br_port_wing_lod1 fate = debris [destroy_group] at_t = 0.990000 group_name = br_star_wing_lod1 fate = debris [destroy_root] at_t = 1.000000 [fuse] name = br_gunship_burning_fuse01 lifetime = 5.000000 death_fuse = false [start_effect] effect = explosion_sfx_csx_large02 hardpoint = HpMount at_t = 0.000000 [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 0.000000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 1.000000 attached = true [fuse] name = br_gunship_burning_fuse02 lifetime = 5.000000 death_fuse = false [start_effect] effect = explosion_sfx_csx_large02 hardpoint = HpMount at_t = 0.000000 [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 0.000000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 0.500000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 1.000000 attached = true