[fuse] name = ku_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 = ku_gunboat_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = ku_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 = ku_gunboat_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = ku_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 = ku_gunboat_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = ku_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 = ku_gunboat_death fuse_t = 0.000000 [fuse] name = ku_gunboat_death lifetime = 6 ;death_effect death_fuse = false [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpRunningLight03 at_t = 0.010000 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 = 0.050000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = HpRunninglight05 at_t = 0.100000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_flashbang hardpoint = HpRunninglight04 at_t = 0.150000 pos_offset = 0, 0, 0 ori_offset = 90, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = DpCntrltwr at_t = 0.200000 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 = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 at_t = 0.200000 hardpoint = DpFrnt pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = explosion_sfx_csx_large05 at_t = 0.400000 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 = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpRunningLight01 at_t = 0.500000 pos_offset = 0, 0, 0 [start_effect] effect = explosion_sfx_csx_large03 hardpoint = HpTurret_k4_01 at_t = 0.800000 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 = 0.600000 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 = 0.700000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large02 hardpoint = DpSpkmnt_starboard at_t = 0.700000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = DpWing_starboard at_t = 0.800000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 hardpoint = DpWing_starboard at_t = 0.800000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_damage_flashbang hardpoint = HpRunningLight02 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = DpCntrltwr at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = HpRunninglight05 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_smallexp hardpoint = HpRunninglight05 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_ku_gunboat_bigexp hardpoint = DpFrnt at_t = 0.970000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.950000 hardpoint = DpFrnt pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [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 at_t = 0.000000 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunninglight04 hardpoint = HpRunninglight05 at_t = 1.000000 attached = true