[fuse] name = ku_gunship_body_fuse lifetime = 10 death_fuse = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpRunningLight03 at_t = 0.01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_flashbang hardpoint = HpTurret_k4_03 at_t = 0.05 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = HpRunninglight05 at_t = 0.1 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_flashbang hardpoint = HpRunninglight04 at_t = 0.15 pos_offset = 0, 0, 0 ori_offset = 90, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = DpCntrltwr at_t = 0.2 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_damage_flashbang hardpoint = DpCntrltwr at_t = 0.2 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 at_t = 0.2 hardpoint = DpFrnt pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [destroy_group] at_t = 0.2 group_name = ku_cntrltwr_lod1 fate = disappear [start_effect] effect = explosion_sfx_csx_large05 at_t = 0.4 hardpoint = DpFrnt pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = Dpengine at_t = 0.5 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpRunningLight01 at_t = 0.5 pos_offset = 0, 0, 0 [destroy_hp_attachment] at_t = 0.5 hardpoint = HpTurret_k4_03 fate = debris [destroy_group] at_t = 0.5 group_name = ku_port_eng_lod1 fate = disappear [destroy_group] at_t = 0.5 group_name = ku_port_spike_lod1 fate = debris [destroy_hp_attachment] at_t = 0.6 hardpoint = HpTurret_k4_01 fate = debris [start_effect] effect = explosion_sfx_csx_large03 hardpoint = HpTurret_k4_01 at_t = 0.8 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = HpTurret_k4_01 at_t = 0.6 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = DpSpkmnt_starboard at_t = 0.7 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large02 hardpoint = DpSpkmnt_starboard at_t = 0.7 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] at_t = 0.7 group_name = ku_star_spike_lod1 fate = debris [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = DpWing_starboard at_t = 0.8 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 hardpoint = DpWing_starboard at_t = 0.8 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [destroy_group] at_t = 0.8 group_name = ku_star_wing_lod1 fate = debris [start_effect] effect = gf_explosion_ku_gunboat_damage_flashbang hardpoint = HpRunningLight02 at_t = 0.95 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = DpCntrltwr at_t = 0.95 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = HpRunninglight05 at_t = 0.95 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = HpRunninglight05 at_t = 0.95 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_bigexp hardpoint = DpFrnt at_t = 0.97 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.95 hardpoint = DpFrnt pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [destroy_group] at_t = 0.95 group_name = ku_port_wing_lod1 fate = debris [destroy_group] at_t = 0.99 group_name = ku_frnt_port_lod1 fate = debris [destroy_root] at_t = 1 [fuse] name = ku_gunship_burning_fuse01 lifetime = 5 death_fuse = false [start_effect] effect = explosion_sfx_csx_large02 hardpoint = HpMount at_t = 0 [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunninglight04 hardpoint = HpRunninglight05 at_t = 0 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunninglight04 hardpoint = HpRunninglight05 at_t = 1 attached = true