I've been trying to mod a few weapons lately, but i can't get them to work for some reason. in the test mission, the beams don't fire at all, and i'm not sure if it is an error with the code or FS2.
Here is the actual code of the weapon:
;---------------------------------------------------------------
; 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: STS Lasher Cannon
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 100.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 15.0 ;; in seconds
$Damage: 15000 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 1.0 ;; How long this thing lives
$Energy Consumed: .30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 7000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 100.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 1.0 ;; how long it lasts once the beam is actually firing
+Warmup: 5000 ;; warmup time in ms
+Warmdown: 350 ;; warmdown time in ms
+Radius: 50.0 ;; muzzle glow radius in meters
+PCount: 15 ;; particles spewed every interval
+PRadius: 1.8 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.0 1.1 1.2 1.3 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 155 ;; associated warmup sound
+WarmdownSound: 160 ;; associated warmdown sound
+Muzzleglow: beamglow3 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+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: 30 ;; width of the section
+Texture: beam-red1 ;; texture for this section
+RGBA Inner: 255 255 50 150 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 125 200 50 30 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam
+Width: 50 ;; width of the section
+Texture: beam-white3 ;; texture for this section
+RGBA Inner: 160 100 0 55 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.45 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 60.0 ;; width of the section
+Texture: beam-green1 ;; 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: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Name: LRBGreen
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 100.0
$Velocity: 2600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 35.0 ;; in seconds
$Damage: 1900 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 30.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 8000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam" "supercap")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 120.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 4.0 ;; how long it lasts once the beam is actually firing
+Warmup: 5000 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius: 199.0 ;; muzzle glow radius in meters
+PCount: 25 ;; particles spewed every interval
+PRadius: 1.4 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 0.4 0.5 0.9 1.2 1.7 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 155 ;; associated warmup sound
+WarmdownSound: 160 ;; associated warmdown sound
+Muzzleglow: beamglow3 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 90 ;; width of the section
+Texture: beam-red ;; 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: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 110 ;; width of the section
+Texture: beam-green2 ;; 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: 0.45 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 130.0 ;; width of the section
+Texture: beam-green ;; 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: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 180.0 ;; width of the section
+Texture: beam-green3 ;; 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: 0.5 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
; Bright light green R 137 G 252 B 96
; High Energy Green R 102 G 255 B 0
; Puke pale green R 192 G 255 B 200
; Forest Green R 2 G 142 B 18
; White Streek Green Tint R 215 G 249 B 219
Can anyone help please?