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Ioncross-Total-War/DATA/FX/fuse_rh_gunship.ini

232 lines
4.5 KiB
INI

[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