Try this... Before Omni's fixed phasers I made one (actually a Getter Beam for the Mecha) same thing.
$Name: Getter Beam
+Title: XSTR("Getter Beam", -1)
+Description:
XSTR(
"Fires a stream of Phased particles.
Level 3 Hull Damage ", -1)
$end_multi_text
+Tech Title: XSTR("Getter Beam", -1)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(".", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: beam-red
@Laser Glow: beam-red
@Laser Color: 69, 42, 172
@Laser Color2: 69, 42, 172
@Laser Length: 15.0
@Laser Head Radius: 5.5
@Laser Tail Radius: 5.0
$Mass: 4.08
$Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.15 ;; in seconds
$Damage: 10
$Armor Factor: 1.3
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 2.0
$Energy Consumed: 1.0 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 179 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$Flags: ( "beam" "player allowed" "stream")
$Icon: aroraicon
$Anim: Newton
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$BeamInfo:
+Type: 2 ;; 0 - 4 are valid #'s
+Life: 3.5 ;; how long it lasts once the beam is actually firing
+Warmup: 5000 ;; warmup time in ms
+Warmdown: 1000 ;; warmdown time in ms
+Radius: 3.0 ;; muzzle glow radius in meters
+PCount: 82 ;; particles spewed every interval
+PRadius: 1.2 ;; particle radius
+PAngle: 95.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 2.4 2.0 1.5 1.25 1.0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+Miss Factor: 2.0 3.0 2.0 3.0 0.1 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 179 ;; the looping beam-firing sound
+WarmupSound: 182 ;; associated warmup sound
+WarmdownSound: 189 ;; associated warmdown sound
+Muzzleglow: sfx2 ;; muzzle glow bitmap
+Shots: 6 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 6.0 ;; width of the section
+Texture: beam-white ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 15.0 ;; width of the section
+Texture: beam-red2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0 ;; hehe
$Section: ;; one section of the beam
+Width: 20.0 ;; width of the section
+Texture: beam-red ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
Note this was with 3.1