[fuse] name = br_gunboat_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_gunboat_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = br_gunboat_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_gunboat_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = br_gunboat_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_gunboat_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = br_gunboat_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_gunboat_death fuse_t = 0.000000 [fuse] name = br_gunboat_death lifetime = 6 ;death_effect death_fuse = false [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = DpPortengine at_t = 0.000000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 hardpoint = DpPortengine at_t = 0.000000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_damage hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_flashbang#3 hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_flashbang#2 hardpoint = HpShield02 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = HpShield01 at_t = 0.290000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpShield01 at_t = 0.290000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_flashbang#3 hardpoint = DpCntrlTwr at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = DpCntrlTwr at_t = 0.590000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = DpCntrlTwr at_t = 0.590000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_flashbang#2 hardpoint = DpCntrlTwr at_t = 0.650000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_bigexp hardpoint = DpCntrlTwr at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = DpTail at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional01 hardpoint = DpCntrlTwr at_t = 0.980000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_br_gunboat_smallboom hardpoint = Hprunninglight07 at_t = 0.930000 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 = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 0.000000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 1.000000 attached = true [start_effect] effect = explosion_sfx_csx_large02 hardpoint = HpMount at_t = 0.000000 [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 0.000000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 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 = HpRunningLight03 hardpoint = HpRunningLight04 hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = Hprunninglight07 hardpoint = HpRunningLight08 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 hardpoint = HpRunningLight14 hardpoint = HpRunningLight15 at_t = 1.000000 attached = true