[mounted_weapon_definition]
fire_bone       		= bone_fire	; fire bone name
actor_bone      		= bone_actor	; actor bone name
rotate_x_bone   		= bone_rotate_x	; rotate X-axis(pitch) bone name
rotate_y_bone   		= bone_rotate_y	; rotate Y-axis(head)  bone name
camera_bone     		= bone_camera	; rotate Y-axis(head)  bone name


[helicopter_definition]
default_hit_factor		= 0.1
hit_section			= hit_bones
wpn_rotate_x_bone		= bone_rotate_x
wpn_rotate_y_bone		= bone_rotate_y
wpn_fire_bone			= bone_fire
left_rocket_bone		= wpn_body1
left_rocket2_bone		= wpn_body1
right_rocket_bone		= wpn_body1
right_rocket2_bone		= wpn_body1
smoke_bone			= wpn_body1
light_bone			= wpn_body1

[hit_bones]
;wpn_body1			= 0.00015

[on_death_mode]
scale_bone			= wpn_body1

[destroyed]

[autoremove_parts]
time				= 5

[impulse_transition_to_parts]
random_min			= 20.0
random_hit_imp			= 30.0
imp_transition_factor		= 1.0
lv_transition_factor		= 2.0
av_transition_factor		= 2.0

[explosion]
blast				= 1.50
blast_r				= 8
blast_impulse			= 250
frags				= 7
frags_r				= 15
frag_hit			= 0.8
frag_hit_impulse		= 240
hit_type_blast			= explosion
hit_type_frag			= fire_wound
up_throw_factor			= 1.2
wm_size				= 0.1
explode_particles		= explosions\explosion_01
light_color			= 1.9,1.4,0.5
light_range			= 14.0
light_time			= 0.85

fragment_speed			= 76
fragment_tracer_max_length	= 3
explode_duration		= 5

;snd_explode			= weapons\t_rgd5_explosion
snd_explode			= weapons\rgd5_explode
wallmarks			= explosion_marks

[explode_effector]
effect_sect_name		= effector_explode_hit
