[fuse] name = li_dreadnought_death_comm_npc lifetime = 6 death_fuse = true [ignite_fuse] at_t = 0.500000 ;dump_cargo fuse = dump_cargo fuse_t = 0.000000 [ignite_fuse] at_t = 0.500000 ;dump_cargo fuse = death_comm fuse_t = 0.000000 [destroy_hp_attachment] at_t = 0.500000 ;equip_drop hardpoint = random fate = loot [ignite_fuse] at_t = 0.000000 ;death_start fuse = li_dreadnought_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = li_dreadnought_death_comm_player lifetime = 6 death_fuse = true [ignite_fuse] at_t = 0.500000 ;dump_cargo fuse = dump_cargo fuse_t = 0.000000 [ignite_fuse] at_t = 0.500000 ;dump_cargo fuse = death_comm fuse_t = 0.000000 [ignite_fuse] at_t = 0.000000 ;death_start fuse = li_dreadnought_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = li_dreadnought_death_comm_bot lifetime = 6 death_fuse = true [ignite_fuse] at_t = 0.500000 ;dump_cargo fuse = dump_cargo fuse_t = 0.000000 [ignite_fuse] at_t = 0.500000 ;dump_cargo fuse = death_comm fuse_t = 0.000000 [ignite_fuse] at_t = 0.000000 ;death_start fuse = li_dreadnought_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = li_dreadnought_death_comm_static lifetime = 6 death_fuse = true [ignite_fuse] at_t = 0.500000 ;dump_cargo fuse = dump_cargo fuse_t = 0.000000 [ignite_fuse] at_t = 0.500000 ;dump_cargo fuse = death_comm fuse_t = 0.000000 [destroy_hp_attachment] at_t = 0.500000 ;equip_drop hardpoint = random fate = loot [ignite_fuse] at_t = 0.000000 ;death_start fuse = li_dreadnought_death fuse_t = 0.000000 [fuse] name = li_dreadnought_death lifetime = 6 ;death_effect death_fuse = false [start_effect] effect = gf_li_capexplosion03popper hardpoint = HpRunningLight16 at_t = 0.050000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional04 hardpoint = HpEngine01 at_t = 0.050000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpFrnt at_t = 0.100000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 hardpoint = HpEngine01 at_t = 0.100000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = HpRunningLight18 at_t = 0.150000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight23 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = HpRunningLight21 at_t = 0.250000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional05 hardpoint = HpEngine01 at_t = 0.250000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = HpRunningLight26 at_t = 0.300000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight25 at_t = 0.350000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = HpRunningLight28 at_t = 0.400000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpEngine01 at_t = 0.400000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight14 at_t = 0.450000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 hardpoint = HpEngine01 at_t = 0.450000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight32 at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = HpRunningLight13 at_t = 0.550000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional02 hardpoint = HpEngine01 at_t = 0.550000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = HpRunningLight30 at_t = 0.600000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight04 at_t = 0.650000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight01 at_t = 0.700000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 hardpoint = HpEngine01 at_t = 0.700000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = HpRunningLight05 at_t = 0.750000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional04 hardpoint = HpRunningLight05 at_t = 0.750000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = HpRunningLight32 at_t = 0.800000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpFX02 at_t = 0.850000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpFX02 at_t = 0.850000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = DpEngine at_t = 0.900000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpEngine01 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional02 hardpoint = HpEngine01 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large05 hardpoint = DpMidsection at_t = 0.990000 pos_offset = 0, 0, 70 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpbig hardpoint = DpMidsection at_t = 0.700000 pos_offset = -10, 30, 70 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpbig hardpoint = DpMidsection at_t = 0.990000 pos_offset = -30, 20, 70 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional04 hardpoint = DpMidsection at_t = 0.990000 pos_offset = 0, 0, 70 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpbig hardpoint = DpStarboardskid at_t = 0.990000 pos_offset = 30, -20, 70 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_li_capexplosion03popper hardpoint = DpRearsection at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpMidsection at_t = 0.600000 pos_offset = 30, 20, 20 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_li_capexplosion03popper hardpoint = DpMidsection at_t = 0.620000 pos_offset = -40, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = explosion_sfx_csx_monster01 hardpoint = DpRearsection at_t = 0.660000 pos_offset = -40, 0, 20 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpMidsection at_t = 0.680000 pos_offset = 40, 0, 10 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_li_capexplosion03popper hardpoint = DpMidsection at_t = 0.710000 pos_offset = 0, 30, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpRearsection at_t = 0.730000 pos_offset = 0, 0, -20 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_li_capexplosion03popper hardpoint = DpRearsection at_t = 0.760000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpMidsection at_t = 0.790000 pos_offset = 0, 20, 10 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_li_capexplosion03popper hardpoint = DpRearsection at_t = 0.800000 pos_offset = 0, 0, 10 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpMidsection at_t = 0.840000 pos_offset = -30, 0, 20 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_li_capexplosion03popper hardpoint = DpMidsection at_t = 0.880000 pos_offset = 0, 40, 10 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpRearsection at_t = 0.900000 pos_offset = 30, -20, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_li_capexplosion03popper hardpoint = DpMidsection at_t = 0.940000 pos_offset = 10, 40, 20 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpRearsection at_t = 0.950000 pos_offset = 0, 10, -20 ori_offset = 0, 0, 0 attached = false [start_effect] effect = explosion_sfx_csx_large04 hardpoint = DpRearsection at_t = 0.970000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpMidsection at_t = 0.970000 pos_offset = 0, 0, 20 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpbig hardpoint = DpMidsection at_t = 0.970000 pos_offset = 0, 50, 45 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpRearsection at_t = 0.970000 pos_offset = 50, 50, 30 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = DpMidsection at_t = 0.970000 pos_offset = -50, 50, 30 ori_offset = 0, 0, 0 attached = false [start_effect] effect = explosion_sfx_csx_sectional02 hardpoint = DpRearsection at_t = 0.990000 pos_offset = 0, 0, 20 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight07 at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight09 at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = explosion_sfx_csx_sectional03 hardpoint = DpPortskid at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight12 at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpRunningLight11 at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional01 hardpoint = DpStarboardskid at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_damagefire hardpoint = HpEngine01 at_t = 0.050000 pos_offset = 0, 0, -70 ori_offset = 0, 0, -30 attached = true [start_effect] effect = explosion_sfx_csx_sectional01 hardpoint = HpEngine01 at_t = 0.050000 pos_offset = 0, 0, -70 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_damagefire hardpoint = HpEngine01 at_t = 0.110000 pos_offset = 0, 0, -70 ori_offset = 0, 0, 105 attached = true [start_effect] effect = explosion_sfx_csx_sectional03 hardpoint = HpEngine01 at_t = 0.110000 pos_offset = 0, 0, -70 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_damagefire hardpoint = HpEngine01 at_t = 0.210000 pos_offset = 0, 0, -70 ori_offset = 0, 0, -120 attached = true [start_effect] effect = gf_explosion_li_battleship_damagefire hardpoint = HpEngine01 at_t = 0.210000 pos_offset = 0, 0, -70 ori_offset = 0, 0, -165 attached = true [start_effect] effect = explosion_sfx_csx_sectional02 hardpoint = HpEngine01 at_t = 0.210000 pos_offset = 0, 0, -70 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional05 hardpoint = HpFX02 at_t = 0.350000 pos_offset = 10, 30, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpFX02 at_t = 0.350000 pos_offset = 10, 30, 0 ori_offset = 0, 0, 0 [start_effect] effect = explosion_sfx_csx_sectional05 hardpoint = HpFX02 at_t = 0.400000 pos_offset = -30, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpFX02 at_t = 0.400000 pos_offset = -30, 0, 0 ori_offset = 0, 0, 0 [start_effect] effect = explosion_sfx_csx_sectional05 hardpoint = HpFX02 at_t = 0.500000 pos_offset = 0, -30, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpFX02 at_t = 0.500000 pos_offset = 0, -30, 0 ori_offset = 0, 0, 0 [start_effect] effect = explosion_sfx_csx_sectional05 hardpoint = HpFX02 at_t = 0.700000 pos_offset = -20, 20, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpFX02 at_t = 0.700000 pos_offset = -20, 20, 0 ori_offset = 0, 0, 0 [start_effect] effect = explosion_sfx_csx_sectional05 hardpoint = DpRearsection at_t = 0.900000 pos_offset = 0, 0, 20 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpFX02 at_t = 0.900000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 [start_effect] effect = gf_explosion_li_battleship_mainexpsmall hardpoint = HpEngine01 at_t = 0.970000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 [start_effect] effect = explosion_sfx_csx_sectional05 hardpoint = DpRearsection at_t = 0.970000 pos_offset = 0, 0, 20 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large02 hardpoint = HpMount at_t = 0.000000 [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight18 hardpoint = HpRunningLight19 [start_effect] effect = explosion_sfx_csx_large03 hardpoint = HpMount at_t = 0.000000 [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 at_t = 0.000000 attached = true [start_effect] effect = gf_prisonattack_worldsmoke_small hardpoint = HpRunningLight18 hardpoint = HpRunningLight19 hardpoint = HpRunningLight20 hardpoint = HpRunningLight21 hardpoint = HpRunningLight22 hardpoint = HpRunningLight23 hardpoint = HpRunningLight24 hardpoint = HpRunningLight25 hardpoint = HpRunningLight26 hardpoint = HpRunningLight27 at_t = 1.000000 attached = true [start_effect] effect = explosion_sfx_csx_large04 hardpoint = HpMount at_t = 0.000000 [start_effect] effect = gf_prisonattack_worldsmoke_small hardpoint = HpRunningLight28 hardpoint = HpRunningLight29 hardpoint = HpRunningLight30 hardpoint = HpRunningLight31 hardpoint = HpRunningLight32 hardpoint = HpRunningLight33 hardpoint = HpRunningLight34 at_t = 0.000000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight28 hardpoint = HpRunningLight29 hardpoint = HpRunningLight30 hardpoint = HpRunningLight31 hardpoint = HpRunningLight32 hardpoint = HpRunningLight33 hardpoint = HpRunningLight34 at_t = 0.500000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight28 hardpoint = HpRunningLight29 hardpoint = HpRunningLight30 hardpoint = HpRunningLight31 hardpoint = HpRunningLight32 hardpoint = HpRunningLight33 hardpoint = HpRunningLight34 at_t = 1.000000 attached = true [start_effect] effect = explosion_sfx_csx_large05 hardpoint = HpMount at_t = 0.000000 [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 at_t = 0.000000 attached = true [start_effect] effect = gf_prisonattack_worldsmoke_small hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 at_t = 1.000000 attached = true