In trying to keep the explanation as simple as possible, think of these entries in the aircraft.cfg [effects], [lights], and [smokesystem] as 
effects launchers.
The effects that are launched under [effects] are normally built into the model, such as touchdown, engine start, water and dirt spray.  Light effects will need a number applied to them to indicate which light is turned on when the appropriate switch is flicked, light.0= 2, xx,yy, zz, fx_strobe.fx which is the strobe light.
Smoke.0= xx, yy, zz,  fx_f-8_AB.fx  [smokesystem] can launch any effect, light, smoke, fireworks, etc. as long as you provide correct coordinates.
I have used both [lights] and [smokesystem] to have guns fire on several of my aircraft.
Gun fire on my A-20
[LIGHTS]
// types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing
//        6=Taxi, 7=Recognition, 8=Wing, 9=Logo, 10=Cabin
//
// Note : These lights apply to the "G" model and later
//
// Navigation Lights
light.0 =3, -0.408000, -30.160000, 3.110000, fx_navred		// Left Upper wing Nav. light
light.1 =3, -0.408000, 30.160000, 3.110000, fx_navgre		// Right Upper wing Nav. light
//Recognition lights on fuselage bottom and tail
light.2 =7, -16.060000, 0.000000, 2.980000, fx_navwhi		// top white fuselage recognition
light.3 =7, -11.280000, 0.000000, -3.060000, fx_navred		// bottom red fuselage recognition
light.4 =7, -13.110000, 0.000000, -3.060000, fx_navwhi		// bottom amber fuselage recognition
light.5 =7, -15.010000, 0.000000, -2.780000, fx_navgre		// bottom green fuselage recognition
light.6 =7, -30.950000, 0.000000, 1.460000, fx_navwhi      		// tail white 
light.7 = 2,    15.20,    -1.2,   -1.75,   fx_p40_cannon
light.8 = 2,    15.20,     1.2,   -1.75,   fx_p40_cannon
light.9 = 2,   18.00,     0.4,   -1.83,   fx_coral_f15m61
light.10 = 2,   18.00,    -0.4,   -1.83,   fx_coral_f15m61
light.11 = 2,   17.00,    -0.92,  -1.40,   ps_hellfire2
light.12 = 2,   17.00,     0.92,  -1.40,   ps_hellfire2
light.13 = 2,   14.45,     0.0,   -5.23,   fx_police_alarm
