[fuse] name = br_battleship_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 = br_battleship_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = br_battleship_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 = br_battleship_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = br_battleship_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 = br_battleship_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = br_battleship_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 = br_battleship_death fuse_t = 0.000000 [fuse] name = br_battleship_death lifetime = 6 ;death_effect death_fuse = false [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpRunningLight06 at_t = 0.050000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpRunningLight06 at_t = 0.050000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpRunningLight19 at_t = 0.100000 pos_offset = 0, 0, 0 ori_offset = 0, 90, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_flashbang#2 hardpoint = Dpcntrltwr at_t = 0.150000 pos_offset = 0, 0, 0 ori_offset = 0, 90, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = Dpcntrltwr at_t = 0.150000 pos_offset = 0, 0, 0 ori_offset = 0, 90, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp at_t = 0.180000 hardpoint = HpTurret_b1_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpRunninglight20 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional01 hardpoint = HpRunninglight20 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional04 at_t = 0.023000 hardpoint = HpTurret_b2_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpTurret_bm_01 at_t = 0.250000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpRunninglight12 at_t = 0.270000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_flashbang#2 hardpoint = HpTurret_bm_02 at_t = 0.300000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpFX08 at_t = 0.300000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp at_t = 0.320000 hardpoint = HpTurret_b2_02 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp at_t = 0.340000 hardpoint = HpTurret_bm_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 at_t = 0.340000 hardpoint = HpTurret_bm_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpRunningLight08 at_t = 0.350000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_flashbang#3 hardpoint = HpTurret_b1_02 at_t = 0.400000 pos_offset = 0, 0, 0 ori_offset = -45, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large05 hardpoint = HpTurret_b1_02 at_t = 0.400000 pos_offset = 0, 0, 0 ori_offset = -45, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_damage at_t = 0.420000 hardpoint = DpMain pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = DpMain at_t = 0.450000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional03 at_t = 0.470000 hardpoint = HpTurret_b2_03 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_flashbang#2 hardpoint = HpRunninglight16 at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp at_t = 0.010000 hardpoint = HpTurret_b2_04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large02 at_t = 0.010000 hardpoint = HpTurret_b2_04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpRunninglight03 at_t = 0.550000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_damage at_t = 0.550000 hardpoint = DpMain pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.550000 hardpoint = HpTurret_b4_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp at_t = 0.570000 hardpoint = HpTurret_b4_03 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp at_t = 0.600000 hardpoint = HpTurret_b4_02 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large02 at_t = 0.650000 hardpoint = HpTurret_b4_04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp at_t = 0.670000 hardpoint = HpTurret_b2_04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.700000 hardpoint = HpRunninglight04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp at_t = 0.700000 hardpoint = HpRunninglight05 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 at_t = 0.700000 hardpoint = HpRunninglight05 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp at_t = 0.750000 hardpoint = DpReactor pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.750000 hardpoint = DpEngine pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 at_t = 0.770000 hardpoint = DpReactor pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_bigexp hardpoint = HpTurret_bm_01 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional02 hardpoint = DpNeck at_t = 0.960000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_flashbang#3 hardpoint = HpTurret_r1_02 at_t = 0.010000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpTurret_b4_03 at_t = 0.010000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 hardpoint = DpEngine at_t = 0.010000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_flashbang#3 hardpoint = HpRunninglight05 at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpTurret_b4_03 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = HpTurret_b4_01 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_flashbang#3 hardpoint = HpTurret_b4_03 at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional03 hardpoint = DpReactor at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_monster01 hardpoint = DpMain at_t = 0.660000 pos_offset = -40, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = DpMain at_t = 0.680000 pos_offset = 40, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_br_battleship_flashbang#2 hardpoint = DpMain at_t = 0.760000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = DpTail at_t = 0.790000 pos_offset = 0, 20, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_br_battleship_flashbang#2 hardpoint = DpMain at_t = 0.880000 pos_offset = 0, 40, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = DpTail at_t = 0.900000 pos_offset = 30, -20, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = DpTail at_t = 0.950000 pos_offset = 0, 10, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = explosion_sfx_csx_large04 hardpoint = DpMain at_t = 0.970000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_br_battleship_bigexp hardpoint = DpMain at_t = 0.970000 pos_offset = 30, 0, 30 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_br_battleship_bigexp hardpoint = HpDockMountA at_t = 0.970000 pos_offset = -50, 50, -30 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_br_battleship_flashbang#2 hardpoint = Dpcntrltwr at_t = 0.010000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = Dpcntrltwr at_t = 0.900000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 hardpoint = Dpcntrltwr at_t = 0.900000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_flashbang#2 hardpoint = DpEngine at_t = 0.010000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_flashbang#3 hardpoint = DpEngine at_t = 0.010000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_smallexp hardpoint = DpEngine at_t = 0.900000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 hardpoint = DpEngine at_t = 0.900000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_bigexp hardpoint = Dpportgen at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large05 hardpoint = Dpportgen at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_battleship_bigexp hardpoint = Dpstarboardgen at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large02 hardpoint = Dpstarboardgen at_t = 0.200000 pos_offset = 0, 0, 0 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 = HpRunningLight06 hardpoint = HpRunningLight17 hardpoint = HpRunningLight18 hardpoint = HpRunningLight19 hardpoint = HpRunninglight20 at_t = 0.000000 attached = true [start_effect] effect = gf_prisonattack_worldsmoke_small hardpoint = HpRunningLight06 hardpoint = HpRunningLight17 hardpoint = HpRunningLight18 hardpoint = HpRunningLight19 hardpoint = HpRunninglight20 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 = HpRunningLight08 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunninglight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 0.000000 attached = true [start_effect] effect = gf_prisonattack_worldsmoke_small hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight08 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 = HpRunningLight08 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunninglight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 1.000000 attached = true [start_effect] effect = explosion_sfx_csx_large04 hardpoint = HpMount at_t = 0.000000 [start_effect] effect = gf_continuous_fire hardpoint = HpRunninglight03 hardpoint = HpRunninglight04 hardpoint = HpRunninglight05 hardpoint = HpRunningLight07 at_t = 0.000000 attached = true [start_effect] effect = gf_prisonattack_worldsmoke_small hardpoint = HpRunninglight03 hardpoint = HpRunninglight04 hardpoint = HpRunninglight05 hardpoint = HpRunningLight07 at_t = 1.000000 attached = true