additional gunFire effect group hardpoints are supported in gun visual file.
A corresponding trigger 'onKeyShoot' is added to actuators for recoil animation. (instruction_on_triggered_animations.txt)

==========================================================================================================
[Effect]
When a UML controlled shoot event is executed, this hardpoint will play gunFire particle effect with corresponding
firing sound. Barrel recoil and groundWave is not included at this time. Recoil can be done by actuator animation.

==========================================================================================================
[Intended usage]
1# to be triggered by onShoot event so as to be played alongside original 'shoot' event,
   giving the appearance of firing multiple guns simultaneously. (battleship main battery salvo for example)
2# to be triggered by hotkey (BACKSLASH by default). You can set this key in ownModel.xml or ownModelMeta.xml
   by setting <hotkey_fire_secondary>


==========================================================================================================
[How to]
1. add a new node in gun visual file (either by 3dsmax or editing visual file manually) matching the exact 
   location and orientation of desired muzzule blast location and direction. Node name must begins with 
   'HP_UMLGunFire' and doesn't contain any more '_'.
   for example 'HP_UMLGunFire02', 'HP_UMLGunFireATGM'
2. specify what firing effect to be binded to this node.
   to reuse effects of the maingun, append _clone to the end of original nodeName.
   to specify a stock gunEffect, append _[XXX] to the end of original nodeName. Brackets are mandatory. 
   XXX being the name of a stock gunEffect name.
   A list of stock gunEffects can be found at res/packages/scripts.pkg/scripts/item_defs/vehicles/common/gun_effects.xml
   for example, 'HP_UMLGunFire02_clone' , 'HP_UMLGunFire02_[shot_auto]'

At this stage, gunFire effect will be played upon pressing <hotkey_fire_secondary> (BACKSLASH by default)

[optional parameters]
2. If you want the effect to be triggered by original gunFire event, append '_onShoot' to the end of nodeName
   for example, 'HP_UMLGunFire02_onShoot'
3. If you want a burst fire effect, append '_burstXXX,YYY' to the end of nodeName. XXX being rounds per burst, 
   YYY being interval between rounds in seconds.
   for example, 'HP_UMLGunFire02_[shot_auto]_burst3,0.5' will play a 3-round burst effect when BACKSLASH is pressed.
   Entire burst sequence will take 1 second to complete at 0.5sec interval.
4. If you want to add a delay, append '_delayXXX' to the end of nodeName. XXX being time measured in millisecond.
   for example, 'HP_UMLGunFire02_clone_delay300' will play the same fireEffect as maingun at our hardpoint exactly 
   0.3 second after mainGun fired by player, creating a sequential firing effect of dual-barrel battery.
