#Primary weapons
;---------------------------------------------------------------
; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser
; beam weapons are a very special case weapon
$Name: @Zodiac
+Title: XSTR("GTBW Zodiac", -1)
+Description:
XSTR(
"fighter mounted beam
Level X Hull Damage
Level X Shield Damage", -1)
$end_multi_text
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 000, 230, 255
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass: 31.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 3.0 ;; in seconds
$Damage: 19
$Armor Factor: 2.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 50.0 ;; How long this thing lives
$Energy Consumed: 5.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 124 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 11500 ;; Limit to range at which weapon will actively target object
$Flags: ( "player allowed" "beam" )
$Icon: iconNewton
$Anim: Newton
$Impact Explosion: Kayser_Impact
$Impact Explosion Radius: 5.50
$BeamInfo:
+Type: 3 ;; 0 - 4 are valid #'s
+Life: 0.0001 ;; how long it lasts once the beam is actually firing
+Warmup: 200 ;; warmup time in ms
+Warmdown: 200 ;; warmdown time in ms
+Radius: 1.0 ;; muzzle glow radius in meters
+PCount: 12 ;; particles spewed every interval
+PRadius: 1.2 ;; particle radius
+PAngle: 65.0 ;; 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: 6.0 5.0 4.0 3.0 1.5 ;; 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: thrusterglow1 ;; muzzle glow bitmap
+Shots: 3 ;; 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
+Width: 0.5 ;; width of the section
+Texture: beam-dblue ;; 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: 1.0 ;; width of the section
+Texture: beam-white ;; 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
#End