[fuse] name = rh_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 = rh_battleship_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = rh_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 = rh_battleship_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = rh_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 = rh_battleship_death fuse_t = 0.000000 [destroy_root] at_t = 1.000000 [fuse] name = rh_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 = rh_battleship_death fuse_t = 0.000000 [fuse] name = rh_battleship_death lifetime = 6 ;death_effect death_fuse = false [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpFX10 at_t = 0.050000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpFX10 at_t = 0.050000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpMount at_t = 0.100000 pos_offset = 0, 0, 0 ori_offset = 0, 90, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_flashbang hardpoint = HpFX13 at_t = 0.150000 pos_offset = 0, 0, 0 ori_offset = 0, 90, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpFX13 at_t = 0.150000 pos_offset = 0, 0, 0 ori_offset = 0, 90, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.180000 hardpoint = HpTurret_r1_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpFX09 at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional01 hardpoint = HpFX09 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_r2_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpFX14 at_t = 0.250000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_flashbang hardpoint = HpFX08 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_rh_battleship_explosionsmall at_t = 0.320000 hardpoint = HpTurret_r2_02 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.340000 hardpoint = HpTurret_r2_04 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_r2_04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpFX15 at_t = 0.350000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship__gasgeyser hardpoint = HpRadar at_t = 0.400000 pos_offset = 0, 0, 0 ori_offset = -45, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large05 hardpoint = HpRadar at_t = 0.400000 pos_offset = 0, 0, 0 ori_offset = -45, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.420000 hardpoint = HpTurret_r1_04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpFX07 at_t = 0.450000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.470000 hardpoint = HpTurret_r3_01 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_r3_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_flashbang hardpoint = HpFX16 at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.010000 hardpoint = HpTurret_r2_03 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_r2_03 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpFX06 at_t = 0.550000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.550000 hardpoint = HpTurret_r4_04 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_r4_04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.570000 hardpoint = HpTurret_r3_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.600000 hardpoint = HpTurret_r3_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.650000 hardpoint = HpTurret_r4_01 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_r4_01 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.670000 hardpoint = HpTurret_r4_02 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.700000 hardpoint = HpTurret_r3_02 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.700000 hardpoint = HpTurret_r3_02 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.700000 hardpoint = HpTurret_r3_04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 at_t = 0.700000 hardpoint = HpTurret_r3_04 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.750000 hardpoint = HpTurret_r4_05 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 at_t = 0.750000 hardpoint = HpTurret_r4_05 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall at_t = 0.770000 hardpoint = HpTurret_r1_03 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large04 at_t = 0.770000 hardpoint = HpTurret_r1_03 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = HpTurret_r1_01 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = HpTurret_r2_01 at_t = 0.930000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_sectional02 hardpoint = DpMidFrnt at_t = 0.960000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = DpMidFrnt at_t = 0.960000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_cruiser_damage_fire 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_rh_battleship_explosionsmall hardpoint = HpTurret_r1_02 at_t = 0.010000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 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_rh_battleship__gasgeyser hardpoint = HpTurret_r1_02 at_t = 0.500000 pos_offset = 0, -52, -125 ori_offset = -90, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpTurret_r1_02 at_t = 0.950000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpTurret_r1_02 at_t = 0.950000 pos_offset = -50, -60, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpTurret_r1_02 at_t = 0.950000 pos_offset = 50, -60, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpTurret_r1_02 at_t = 0.950000 pos_offset = 0, -90, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = DpMain at_t = 0.970000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_cruiser_damage_fire hardpoint = HpDockMountA at_t = 0.980000 pos_offset = 50, 15, -20 ori_offset = 0, 0, -90 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = DpReactor 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 = gf_explosion_rh_battleship_flashbang hardpoint = DpMain at_t = 0.500000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = DpMidFrnt at_t = 0.600000 pos_offset = 30, 20, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_flashbang hardpoint = DpMidFrnt at_t = 0.620000 pos_offset = -40, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = explosion_sfx_csx_monster01 hardpoint = DpMidFrnt at_t = 0.660000 pos_offset = -40, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = DpMain at_t = 0.680000 pos_offset = 40, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_flashbang hardpoint = DpMain at_t = 0.710000 pos_offset = 0, 30, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = DpMidFrnt at_t = 0.730000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_flashbang hardpoint = DpMain at_t = 0.760000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = DpMidFrnt at_t = 0.790000 pos_offset = 0, 20, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_flashbang hardpoint = DpMidFrnt at_t = 0.800000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = DpMidFrnt at_t = 0.840000 pos_offset = -30, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_flashbang hardpoint = DpMain at_t = 0.880000 pos_offset = 0, 40, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = DpMidFrnt at_t = 0.900000 pos_offset = 30, -20, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_flashbang hardpoint = DpMain at_t = 0.940000 pos_offset = 10, 40, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = DpMidFrnt 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_rh_battleship_explosionsmall hardpoint = DpMain at_t = 0.970000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = HpDockMountA at_t = 0.970000 pos_offset = 0, 100, -35 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = HpDockMountA at_t = 0.970000 pos_offset = 0, 50, 20 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = HpDockMountA at_t = 0.970000 pos_offset = 0, 50, -75 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = HpDockMountA at_t = 0.970000 pos_offset = 0, -30, -30 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = HpDockMountA at_t = 0.970000 pos_offset = 50, 50, -30 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = HpDockMountA at_t = 0.970000 pos_offset = -50, 50, -30 ori_offset = 0, 0, 0 attached = false [start_effect] effect = gf_explosion_rh_battleship_flashbang#1 hardpoint = DpThruster at_t = 0.900000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large03 hardpoint = DpThruster at_t = 0.900000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = Dpport_shield at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large05 hardpoint = Dpport_shield at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = Dpport_shield at_t = 0.200000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large02 hardpoint = Dpport_shield 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 = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 at_t = 0.000000 attached = true [start_effect] effect = gf_prisonattack_worldsmoke_small hardpoint = HpRunningLight01 hardpoint = HpRunningLight02 hardpoint = HpRunningLight03 hardpoint = HpRunningLight04 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 = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = HpRunningLight08 at_t = 0.000000 attached = true [start_effect] effect = gf_prisonattack_worldsmoke_small hardpoint = HpRunningLight05 hardpoint = HpRunningLight06 hardpoint = HpRunningLight08 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 = HpRunningLight07 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 at_t = 0.000000 attached = true [start_effect] effect = gf_prisonattack_worldsmoke_small hardpoint = HpRunningLight07 hardpoint = HpRunningLight09 hardpoint = HpRunningLight10 hardpoint = HpRunningLight11 hardpoint = HpRunningLight12 hardpoint = HpRunningLight13 at_t = 1.000000 attached = true [start_effect] effect = gf_explosion_rh_battleship_bigexplosion hardpoint = HpFX06 at_t = 0.000000 pos_offset = 0, -20, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_flash01 hardpoint = HpFX06 at_t = 0.000000 pos_offset = 0, -20, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpRunningLight10 at_t = 0.330000 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpRunningLight10 at_t = 0.660000 pos_offset = 0, 20, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_explosion_rh_battleship_explosionsmall hardpoint = HpFX06 at_t = 0.990000 pos_offset = 0, -20, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = explosion_sfx_csx_large02 hardpoint = HpFX06 at_t = 0.990000 pos_offset = 0, -20, 0 ori_offset = 0, 0, 0 attached = true