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