[fuse]
name = ku_gunship_body_fuse
lifetime = 10
death_fuse = true

[start_effect]
effect = explosion_sfx_csx_flash01
hardpoint = HpRunningLight03
at_t = 0.01
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 = 0.05
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_gunboat_smallexp
hardpoint = HpRunninglight05
at_t = 0.1
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_gunboat_flashbang
hardpoint = HpRunninglight04
at_t = 0.15
pos_offset = 0, 0, 0
ori_offset = 90, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_gunboat_smallexp
hardpoint = DpCntrltwr
at_t = 0.2
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 = 0.2
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_large04
at_t = 0.2
hardpoint = DpFrnt
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false

[destroy_group]
at_t = 0.2
group_name = ku_cntrltwr_lod1
fate = disappear

[start_effect]
effect = explosion_sfx_csx_large05
at_t = 0.4
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 = 0.5
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_flash01
hardpoint = HpRunningLight01
at_t = 0.5
pos_offset = 0, 0, 0

[destroy_hp_attachment]
at_t = 0.5
hardpoint = HpTurret_k4_03
fate = debris

[destroy_group]
at_t = 0.5
group_name = ku_port_eng_lod1
fate = disappear

[destroy_group]
at_t = 0.5
group_name = ku_port_spike_lod1
fate = debris

[destroy_hp_attachment]
at_t = 0.6
hardpoint = HpTurret_k4_01
fate = debris

[start_effect]
effect = explosion_sfx_csx_large03
hardpoint = HpTurret_k4_01
at_t = 0.8
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 = 0.6
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 = 0.7
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_large02
hardpoint = DpSpkmnt_starboard
at_t = 0.7
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[destroy_group]
at_t = 0.7
group_name = ku_star_spike_lod1
fate = debris

[start_effect]
effect = gf_explosion_ku_gunboat_smallexp
hardpoint = DpWing_starboard
at_t = 0.8
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_large03
hardpoint = DpWing_starboard
at_t = 0.8
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[destroy_group]
at_t = 0.8
group_name = ku_star_wing_lod1
fate = debris

[start_effect]
effect = gf_explosion_ku_gunboat_damage_flashbang
hardpoint = HpRunningLight02
at_t = 0.95
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_gunboat_smallexp
hardpoint = DpCntrltwr
at_t = 0.95
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_gunboat_smallexp
hardpoint = HpRunninglight05
at_t = 0.95
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_gunboat_smallexp
hardpoint = HpRunninglight05
at_t = 0.95
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_gunboat_bigexp
hardpoint = DpFrnt
at_t = 0.97
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0

[start_effect]
effect = explosion_sfx_csx_flash01
at_t = 0.95
hardpoint = DpFrnt
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false

[destroy_group]
at_t = 0.95
group_name = ku_port_wing_lod1
fate = debris

[destroy_group]
at_t = 0.99
group_name = ku_frnt_port_lod1
fate = debris

[destroy_root]
at_t = 1

[fuse]
name = ku_gunship_burning_fuse01
lifetime = 5
death_fuse = false

[start_effect]
effect = explosion_sfx_csx_large02
hardpoint = HpMount
at_t = 0

[start_effect]
effect = gf_continuous_fire
hardpoint = HpRunningLight01
hardpoint = HpRunningLight02
hardpoint = HpRunningLight03
hardpoint = HpRunninglight04
hardpoint = HpRunninglight05
at_t = 0
attached = true

[start_effect]
effect = gf_continuous_fire
hardpoint = HpRunningLight01
hardpoint = HpRunningLight02
hardpoint = HpRunningLight03
hardpoint = HpRunninglight04
hardpoint = HpRunninglight05
at_t = 1
attached = true

