ok, I thought I'd made it obveus in the first post that I had tryed to do most of these and failed. so I'll explane a bit more clearly
Oh, btw GE, I've moded every prymary in the wepon.tbl except the lampry... no I changed the color of that one. and about a few of the secondarys. the only reason I did not actuly ADD anything new is becuse I ran out of uneque weapons. thus the reason for this post; I want to do more.
now, beatspete, thanks for braking it down, the only problem is now I have to explane Why it wont work or What it will do

I realise that some of my ideas are odd, or hard to comprehend so I'm including the refrence of where I got the Idea this time hope it clears things up.
"Splash"
weapon has splash damage, requiers splash info in the weapon code.
Set damage outer/inner radius higher for secondaries, not sure about primaries
Thats the point, it wont work for prymarys"Homing"
weapon will home on it's target. Requiers homing code. When used on beams the beam will track it's target at 1/2 of it's max speed.
Dont fighter beams do this?
no, they point to the target, I think becuse they dont change speed"Owner Imune"
The ship fiering this weapon will not be effected by it. however if the weapon has submunitions those will effect the wielder of the weapon.
Submunitions based weapons do this anyway, dont they? Set the 'main' weapon to do 0 damage, then only the submunitions damage
um, I dont beleve so... else how could an inferyno kill you. but upon furter consideration, the only point to this is making the shockwave harmless "Shield [restore%]"
The device restores the shield stringth when used, by the % indacated. Ment for secondary weapon slot, with amunition limit.
Intresting. Sexps can do this, i beleive.
now look what you did, I have to use Sexps to make my weapons"Primary"
The weapon may be used only in the primary slot"
"Secondary"
The weapon may be used only in the secondary slot.
since when have they been interchangable?
I saw a post that said the were going to be made so a few weeks ago, besides it would be nice to mount some weapons anywhere"Tech level [level] [race]"
Defines the level of tech the weapon ocupies, indacating when in campains it may be unlocked, also indacates which race may use the weapon. (see note one)
"Type [value$]"
the type of weapon 'lasers, plasma, partical, subspace, shockwave, solid, explosive, EMP, disruption, energy.'
defalt is 'energy' for primary and explosive for secondary. all weapon types would have ther own multiplier included in the SHIPS.tbl file to determen the DMG delt. Defalt multiplier is one.
Sintax
$type [damage to hull],[damage to shields],[damage to subsystems]
Ie, this bit?:
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.3
no, thats to little control, I mean weapons that deal more damedge to cap ships, but almost none to most fighters. Or weapons that ignore vasuden shields. basicly it would let you have More control over the existing entrysUsage
'$EMP 0,100,1.0' EMP types rips through this crafts shield, and deal full damage to subsystems but are usles aganst the hull of the ship.
'$Explosive 1,0.8,0.2' Explosives are effectave against the hull, do slightly less damage to the shields, and are worthless aganst this ship's subsystems.
again set subsys and shield factor to 1, armour to 0.
um, this is part of the above, it explanes how to use it"Scatter [value],[angle]"
one shot with the weapon the fires a number of shots indacated, think shot gun, with the [angle] defining the angle of spread, with atleast one shot straight ahead and the rest scattered in a random pattern.
somewhat intresting idea.
"Ignores shields [value%]"
passes through shield as though there were no shield. posably a percentage or absalute value? Boath if posable, indacated by the presence or absence of the '%' sign
(Note 2)
"pulse [Shots]"
when the weapon is fired the weapon repeats the shots fiering all shots in 1/2 the cycle time of the weapon. (note 2)
"fade"
The weapon fades from maxamum damage to 10% through out it's life time. (note 2)
of limited use, though maybe worth pursuing
"multy beem[value]"
when this weapon is fired, it fires the indacated number of beams, from difrent points on the ship, converging on a point at the distance to the target. if there is no target the weapon targets as scatter. (note, yes I know you can mimic this with "scatter ?,0" but the point is to have the weapon hit all beams on target, and get a spred pattern beyond. think anti bomb")
sexps, again? Can you fiddle the tables to have more than one weapon on a turret?
can you do the same thing for a primary, perhaps I should have not used beem in the name."Enveloping"
The weapon deals it's damadge to all four shields. (note 2)
?
this is a moo2 weapon, like the enveloping fusion cannons, it deals full dmg to all four shield arcs, if one is down it deals the dmg to the hull insted. Could be nasty on a beam"Fires [weapon name],[shots]"
The weapon fires the indacated weapon, with the indacated number of shots at it's target, when it detonates. difrent from "child" in that the shots all target the same thing.
Dont swarm ie hornet missles do this anyway?
no, I wanted to beable to make a 'laser bomb' a missle that fires a lot of energy blasts at it's target. the only thing I can do now Is have it fire a lot of shots at everything, then I'd get killed for friendly fire."Predetonate [Distance]"
This tag commands the weapon to detonate this far from it's target, however a minamum of 1 seconds after launch, to avoid killing your self.
(note, the above two tags allow you to make Bomb pumped lasers.)
But blowing youself up with your own Infernos is the best bit of FS2!
no, blowing outher things up is the most fun.
but realy the point of this is to have the weapon detonate before it hits the target, for use with the tag above it, so it has more chance of missing the target, see?"Highmanuver [fuel]"
This tag alows homing weapons to avoid incoming fire, and also aim around obstructions, aiming for the least shielded arc of fighters, and almost insuring a hit however it has limited fuel for this, used as afterburner fuel.
...seems complicated. Why not just make a manouvable misslie
?
Ie.
+Turn Time: 0.1
well, the point is to have a type of missle or bomb that can dodge your shots, evade your fighter, and hit it's target in the best spot. the problem is that it requiers quite a bit of codeing to make it work."persistant [seconds]"
weapons with this tag will deal damage to the target every second for the duration.
Could use that :up:
yup thats a nice one, or nasty if you dont get any 
"instant hit"
I fire it hits, ignores range, evasion, facing, and all outher factors. it just hits.
"Tracking [angle]"
not to be confused with "homing" this tag forces weapons to fire derectly into the target retical, hiting the target if it does not modify it's corse or speed. the weapon is limited to the angle indacated from the weapon's mount
Huh? Dumbfire
it changes the weapons fire point, from straight ahead, to where ever it needs to aim to be in the retical. basicly you dont need to aim as much. I think weapons in 'BANG Gunship' work like that. in use this would hit a subsystem on a disabled cap ship, or a bomb. thats about it."overload [shots],[damage]"
this tag deals damage to the player fiering it, if they fire more shots then the number indacated without a cooldown piroid of at least three times the fire rate of the weapon.
using a value of 0 for shots, means the damage is allways delt, a value of 0 for damage means the ship or turret is allways destroyed instantly. (note; only an evil man would use 0,0 on a weapon intended for a ship. So what are you waiting for, build the perfict weapon and give it 1,0 » btw, dont even think of leting the weapon heal you when you fire it, thats just wrong.)
Could be good, not sure if its do-able.
I know, it's a nightmare, like most of the good ones"Drain [armor%,shields%,weapons%,afterburner%]"
any damage delt by a weapon bearing this tag is split among the values above and returned to your ship, up to 100% total. and the tag defults to 33% on all values. naturaly the shields are drained first, however hiting a ship will drain all shield arcs as though the weapon had "enveloping" and will impose a 2 second penelty before the shields will begin to recharge. Invaled values in this tag will crash to desktop. dont blame us if you misuse the power we give you.
Ehhh? Lamprey
Yes, only more so. think about it A lampry you would USE. And also you get back some of what your foe loses."Bomb [value]"
This tag will give the AI a prioraty to this bomb. bombs with low prioraty will be ignored if there is a higher prioraty bomb in range, this allows for dummy bombs. and proper targeting of weapons. possalby a high enugh prioraty will cause the AI to ignore ships in faver of destroying the 'bomb' this should be altered by SEXP in missions, 'Alpha One, some of those bombs are decoys! updating target information now.'
:up: though of limited use
limited use? A tag that you could build a mission around...
"Charge [Seconds]
this tag indacates a delay before the weapon fires, usefull for "instant hit" weapons
"$Fire Wait:"
I shoot, it counts to two, then fires. Get it?"Color Cycle1;[speed in seconds] [R,G,B];[R,G,B]..."
the first color of this weapon cycles through the colors indacated by the RGB codes. changing color once in the indacated cycle time. should alow at least 5 color changes.
whats the point? You can already make some pretty colours with beams
Just with beams though. why not with everything... like the post says though it's just eye candy"spin [RPM]"
the weapon spins, for counter clockwise use a negative value for RPM.
You mean missles that corkscrew - thats a tag, see tornado
no, I mean pulse shots that spin, change color, home on there targets, and detonate 200K away in a flurry of consentrated energy death. using 'spin' 'color cycle' 'predetonate' 'fires' and on the weapon it fires, 'homing' ---
any one else have Ideas on crazey things to make your weapons do? or did I some how cover every gun in every scifi show ever made...
Thanks for the wealcome beam, gave me another Idea.
'text [words]'
Shows the words indacated along the lingth of the beam. now how's that for cool