[fuse]
name = br_gunship_fuse
lifetime = 6
death_fuse = true
[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
[destroy_group]
at_t = 0.000000
group_name = Br_port_eng_lod1
fate = disappear
[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
[destroy_hp_attachment]
hardpoint = HpTurret_b4_03
at_t = 0.290000
fate = debris
[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
[destroy_group]
at_t = 0.300000
group_name = br_tail_lod1
fate = disappear
[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
[destroy_group]
at_t = 0.600000
group_name = br_cntrl_twr_lod1
fate = disappear
[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
[destroy_group]
at_t = 0.950000
group_name = br_port_wing_lod1
fate = debris
[destroy_group]
at_t = 0.990000
group_name = br_star_wing_lod1
fate = debris
[destroy_root]
at_t = 1.000000
[fuse]
name = br_gunship_player_fuse
lifetime = 6
death_fuse = true
[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
[destroy_group]
fate = disappear
at_t = 0.000000
group_name = dsy_dummy_group
[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
[destroy_hp_attachment]
hardpoint = HpTurret_b4_03
at_t = 0.290000
fate = debris
[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
[destroy_group]
at_t = 0.300000
group_name = br_tail_lod1
fate = disappear
[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
[destroy_group]
at_t = 0.600000
group_name = br_cntrl_twr_lod1
fate = disappear
[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
[destroy_group]
at_t = 0.950000
group_name = br_port_wing_lod1
fate = debris
[destroy_group]
at_t = 0.990000
group_name = br_star_wing_lod1
fate = debris
[destroy_root]
at_t = 1.000000
[fuse]
name = br_gunship_burning_fuse01
lifetime = 5.000000
death_fuse = 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
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
[fuse]
name = br_gunship_burning_fuse02
lifetime = 5.000000
death_fuse = 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
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