Mon Jun 21, 2004 4:08 am by w0dk4
shiparch.ini:
fuse = transport_death_fuse, 0.000000, 1
fuse = intermed_damage_transport01, 0.000000, 750
fuse = intermed_damage_transport02, 0.000000, 375
linear_drag = 1.000000
mass = 500.000000
hold_size = 800
explosion_arch = explosion_instant
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
transport_death_fuse:
(very long!)
[fuse
name = transport_death_fuse
lifetime = 2.500000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large03
hardpoint = HpFX05
at_t = 0.000000
attached = true
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpFX05
at_t = 0.300000
attached = true
[start_effect
effect = explosion_sfx_csx_large04
hardpoint = HpFX05
at_t = 0.400000
attached = true
[start_effect
effect = explosion_sfx_csx_large02
hardpoint = HpFX05
at_t = 0.700000
attached = true
[start_effect
effect = explosion_sfx_csx_sectional01
hardpoint = HpFX05
at_t = 0.990000
attached = false
[destroy_group
at_t = 0.000000
group_name = trans_port_eng_lod1
fate = disappear
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpPort_eng
at_t = 0.000000
attached = true
[destroy_group
at_t = 0.700000
group_name = trans_cntrl_twr_lod1
fate = disappear
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = Dpcntrl_twr
at_t = 0.700000
attached = true
[destroy_group
at_t = 0.990000
group_name = trans_frnt_lod1
fate = debris
[destroy_group
at_t = 0.990000
group_name = trans_rear_lod1
fate = debris
[destroy_hp_attachment
at_t = 0.000000
hardpoint = HpTurret_u1_04
fate = debris
[start_effect
effect = gf_explosion_smallship01
hardpoint = HpTurret_u1_04
at_t = 0.000000
attached = true
[destroy_hp_attachment
at_t = 0.100000
hardpoint = HpTurret_u3_01
fate = debris
[start_effect
effect = gf_explosion_smallship02
hardpoint = HpTurret_u3_01
at_t = 0.100000
attached = true
[destroy_hp_attachment
at_t = 0.800000
hardpoint = HpTurret_u1_01
fate = debris
[start_effect
effect = gf_explosion_smallship01
hardpoint = HpTurret_u1_01
at_t = 0.900000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx09
at_t = 0.000000
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx01
at_t = 0.000000
attached = true
[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx02
at_t = 0.100000
attached = true
[start_effect
effect = gf_explosion_smallship01
hardpoint = HpFx03
at_t = 0.200000
attached = true
[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx02
at_t = 0.300000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx03
at_t = 0.500000
attached = true
[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx04
hardpoint = HpFX05
hardpoint = HpFx06
hardpoint = HpFx07
at_t = 0.400000
attached = true
[start_effect
effect = gf_explosion_smallship01
hardpoint = HpFx04
hardpoint = HpFX05
hardpoint = HpFx06
hardpoint = HpFx07
at_t = 0.500000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx04
hardpoint = HpFX05
hardpoint = HpFx06
hardpoint = HpFx07
at_t = 0.600000
attached = true
[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx04
hardpoint = HpFX05
hardpoint = HpFx06
hardpoint = HpFx07
at_t = 0.700000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx08
at_t = 0.800000
pos_offset = 0, 0, -15
attached = true
[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx09
at_t = 0.900000
pos_offset = 0, 0, -10
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx10
at_t = 0.900000
pos_offset = 0, 0, -20
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx04
at_t = 0.920000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFX05
at_t = 0.920000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx06
at_t = 0.920000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx07
at_t = 0.920000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpCargo01
at_t = 0.920000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpCargo02
at_t = 0.920000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpCargo03
at_t = 0.920000
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpCargo04
at_t = 0.920000
attached = true
[destroy_group
at_t = 0.980000
group_name = trans_frnt_lod1
fate = debris
[destroy_group
at_t = 0.980000
group_name = trans_rear_lod1
fate = debris
maybe it doesnt work because of those destroy_groups entrys, just look at ur gunship fuse and at this transport fuse... pretty diffrent, as the transport gets divided into 3 parts, before the big explosion happens...