[fuse] name = rh_gunship_body_fuse lifetime = 5 death_fuse = true [start_effect] effect = gf_explosion_rh_gunboat_bigexplosionsmall hardpoint = HpRunninglight07 at_t = 0.000000 pos_offset = 0, 0, 0 ori_offset = 90, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_gunboat_bigexplosionsmall hardpoint = HpRunninglight01 at_t = 0.100000 pos_offset = 0, 0, 0 ori_offset = 90, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_gunboat_damage_fire hardpoint = HpEngine01 at_t = 0.000000 pos_offset = 0, 0, 0 ori_offset = 90, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_gunboat_bigexplosion#2 hardpoint = DpCntrltwr at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.200000 hardpoint = HpRunninglight01 pos_offset = 0, 0, 0 [start_effect] effect = gf_explosion_rh_gunboat_damage_fire hardpoint = DpCntrltwr at_t = 0.100000 pos_offset = 0, 0, 0 ori_offset = -90, 0, 0 attached = true [destroy_group] at_t = 0.200000 group_name = Rh_cntrltwr_lod1 fate = disappear [start_effect] effect = gf_explosion_rh_cruiser_bigexplosionsmall hardpoint = Dpengine at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.500000 hardpoint = HpRunninglight01 pos_offset = 0, 0, 0 [destroy_group] at_t = 0.500000 group_name = engine_lod1 fate = disappear [start_effect] effect = gf_explosion_rh_gunboat_bigexplosion#2 hardpoint = HpCloak01 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_gunboat_bigexplosionsmall hardpoint = HpRunninglight07 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_gunboat_bigexplosion#2 hardpoint = HpRunningLight08 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_gunboat_bigexplosion#2 hardpoint = HpRunningLight09 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_gunboat_bigexplosion#2 hardpoint = Dpengine at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.950000 hardpoint = HpRunninglight01 pos_offset = 0, 0, 0 [destroy_group] at_t = 0.990000 group_name = Rh_front_lod1 fate = debris [destroy_root] at_t = 1.000000 [fuse] name = rh_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 = explosion_player hardpoint = HpRunningLight05 at_t = 0.000000, 0.200000 attached = true [start_effect] effect = gf_rh_continuoussmoke hardpoint = HpRunningLight05 at_t = 0.000000 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.200000, 0.400000 hardpoint = HpRunningLight08 attached = true [start_effect] effect = gf_rh_continuoussmoke hardpoint = HpRunningLight08 at_t = 0.200000 attached = true [start_effect] effect = gf_continuous_sparks hardpoint = HpEngine01 at_t = 0.400000 attached = true [start_effect] effect = explosion_player hardpoint = HpRunningLight08 at_t = 0.000000, 1.000000 attached = true [fuse] name = rh_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 = explosion_player hardpoint = HpRunningLight03 at_t = 0.000000, 0.200000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight03 at_t = 0.200000 attached = true [start_effect] effect = explosion_player hardpoint = HpRunningLight02 at_t = 0.200000, 0.400000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight02 at_t = 0.400000 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.200000, 0.400000 hardpoint = HpEngine01 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpEngine01 at_t = 0.400000 attached = true [start_effect] effect = explosion_player hardpoint = HpRunningLight04 at_t = 0.300000, 0.500000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight04 at_t = 0.500000 attached = true