Author Topic: beam cannon textures  (Read 5356 times)

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Hi guys! Im really happy with the SCP, but still, i have to ask this question. Just look at the screens below and tell me, if those beam cannons look like they should look. Cause i personally think, the texture from those blue cannons look a bit weird, especially, if you see them in action...




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Offline Deepblue

  • Corporate Shill
  • 210
Those look like campaign effects, not SCP stock.

 
Yes, must be... the only blue beams in the SCP 'stock' effects are AAA beams.
$quot;Only two things are infinite, the universe and human stupidity.  And I'm not sure about the former.$quot;
 - Albert Einstein

$quot;It is foolish and wrong to mourn the men who died. Rather we should thank God that such men lived.$quot;
- Gen. George Patton Jr.

 
Mmhh ok. But why do those beams look as weird as they do?

P.S. This shot here is with all SCP graphic effects disabled and all mv-files except the mv_core.vp removed. Really stock.



Nice position for watching the fireworks^^...
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Offline WMCoolmon

  • Purveyor of space crack
  • 213
Are you using a mod?
-C

 
Yeah, the pics are made with Revenge - The Final Conflict.
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Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Those look like Inferno's Terran beams...
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A Feddie Story

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
they look like the ones i included in nukemod r2 but they are a little different.
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Offline Trivial Psychic

  • 212
  • Snoop Junkie
Quote
Originally posted by -Vulture-
Mmhh ok. But why do those beams look as weird as they do?


OK.  I myself can't help you, but those that can would probably benefit by the following pieces of data:

The Beam section of the weapon's table entry.
The effects image files for each segment of the beams, just post 'em like pictures.
The Trivial Psychic Strikes Again!

 
Doesn't firecrack's Beamz pack have a beamglow that looked very much like that, only red?  perhaps something's gotten crosswired.

 

Offline FireCrack

  • 210
  • meh...
I think those are mine, giive me a sec and i'l post the .tbls.


I have no idea why they're everywhere though, posibly the mod ovverrode the beam tables?

Try with all media VP material but no mods.

right click+ save as. Put in freespace2/data/tables

http://members.shaw.ca/firecrack/weapons.tbl

and tell me if it works.
« Last Edit: January 26, 2005, 10:22:45 pm by 2073 »
actualy, mabye not.
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3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
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Offline wolfdog

  • 26
Quote
Originally posted by -Vulture-
Yeah, the pics are made with Revenge - The Final Conflict.


that's your problem there.. revenge final conflict comes with those beams.

 
@ wolfdog:

No, the mod itsself isnt the problem, cause when you look at the last screen i posted here...this one has also been made with RFC, but all SCP-features were DISABLED. And like you see, the beams look fine. Only when i enable the graphic effects in the launcher, the beams begin to look as weird as in the first four shots.

@ FireCrack:

Thanks for your efforts, but the beams from other mods or the standard FS2-campaign look fine, only those from RFC look strange.

@ Trivial Psychic:

Where do i find this weapons.tbl? Let me guess, in the vp-file from RFC? ... Ok, just looked in there and i hope i found the right thing...
The Zeuson-Beam-section is important, cause this beam is RFC-only.

;---------------------------------------------------------------
; 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:                          SRed
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               250, 30, 30
@Laser Length:               0.0
@Laser Head Radius:            0.30
@Laser Tail Radius:            0.30
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     25.0            ;; in seconds
$Damage:                        200            ;; 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:                      20.0            ;; 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:               4000         ;; 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:       50.0
$BeamInfo:
   +Type:                  0            ;; 0 - 4 are valid #'s
   +Life:                    3.8            ;; how long it lasts once the beam is actually firing
   +Warmup:                 1500         ;; warmup time in ms
   +Warmdown:               1000         ;; warmdown time in ms
   +Radius:                 80.0         ;; muzzle glow radius in meters
   +PCount:               12            ;; particles spewed every interval
   +PRadius:               1.9            ;; particle radius
   +PAngle:               65.0         ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01   ;; particle ani
   +Miss Factor:            2.5 1.875 1.25 0.875 0.5   ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               177            ;; the looping beam-firing sound
   +WarmupSound:            183            ;; associated warmup sound
   +WarmdownSound:            187            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; 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:               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 : 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:                          SAAA
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:         250, 30, 30
@Laser Length:         0.0
@Laser Head Radius:      0.60
@Laser Tail Radius:      0.60
$Mass:                          4.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     5.0             ;; in seconds
$Damage:                        9      
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      50.0            ;; 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:                     124            ;; The sound it makes when fired
$ImpactSnd:                     88              ;; The sound it makes when it hits something
+Weapon Range:               1500         ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
   +Type:         3         ;; 0 - 4 are valid #'s
   +Life:         3.5         ;; how long it lasts once the beam is actually firing
   +Warmup:      1000         ;; warmup time in ms
   +Warmdown:      1000         ;; warmdown time in ms
   +Radius:      20.0         ;; 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:      thrusterglow01      ;; 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 (you can have up to 5)
      +Width:         2.0      ;; 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:      0.1      ;; how much it flickers (0.0 to 1.0)
      +Zadd:         2.0      ;; hehe
   $Section:               ;; one section of the beam
      +Width:         6.0      ;; 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:         8.0      ;; 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

;---------------------------------------------------------------
; 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:                          LRed
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               250, 30, 30
@Laser Length:               0.0
@Laser Head Radius:            0.30
@Laser Tail Radius:            0.30
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     10.0            ;; in seconds
$Damage:                        500            ;; 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:               4000         ;; 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:       50.0
$BeamInfo:
   +Type:                  0            ;; 0 - 4 are valid #'s
   +Life:                    7.0            ;; how long it lasts once the beam is actually firing
   +Warmup:                 3000         ;; warmup time in ms
   +Warmdown:               1500         ;; warmdown time in ms
   +Radius:                 80.0         ;; muzzle glow radius in meters
   +PCount:               12            ;; particles spewed every interval
   +PRadius:               1.9            ;; particle radius
   +PAngle:               65.0         ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01   ;; particle ani
   +Miss Factor:            2.5 1.875 1.25 0.875 0.5   ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               178            ;; the looping beam-firing sound
   +WarmupSound:            184            ;; associated warmup sound
   +WarmdownSound:            188            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; 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:               12.0            ;; 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:               40.0            ;; 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:               65.0         ;; 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 : 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:                          BFRed
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               250, 30, 30
@Laser Length:               0.0
@Laser Head Radius:            0.30
@Laser Tail Radius:            0.30
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     10.0            ;; in seconds
$Damage:                        1400            ;; 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:                      25.0            ;; 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:               7400         ;; 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:                    7.0            ;; how long it lasts once the beam is actually firing
   +Warmup:                 3700         ;; warmup time in ms
   +Warmdown:               1500         ;; warmdown time in ms
   +Radius:                 180.0         ;; muzzle glow radius in meters
   +PCount:               22            ;; particles spewed every interval
   +PRadius:               1.9            ;; particle radius
   +PAngle:               65.0         ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01   ;; particle ani
   +Miss Factor:            2.5 1.875 1.25 0.875 0.5   ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               178            ;; the looping beam-firing sound
   +WarmupSound:            184            ;; associated warmup sound
   +WarmdownSound:            188            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; 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:               62.0         ;; 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:               140.0         ;; 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:               165.0         ;; 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 : 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:                          AAAf
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               136, 243, 249
@Laser Length:               0.0
@Laser Head Radius:            0.60
@Laser Tail Radius:            0.60
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     5.5             ;; in seconds
$Damage:                        14            ;; 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:                      40.0            ;; 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:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:               1500         ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
   +Type:                  3            ;; 0 - 4 are valid #'s
   +Life:                    2.5            ;; how long it lasts once the beam is actually firing
   +Warmup:                 1500         ;; warmup time in ms
   +Warmdown:               1200         ;; warmdown time in ms
   +Radius:                 20.0         ;; 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:            1.5 1.6 1.7 1.8 2.0      ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               149            ;; the looping beam-firing sound
   +WarmupSound:            151            ;; associated warmup sound
   +WarmdownSound:            161            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; muzzle glow bitmap
   +Shots:                  3            ;; 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:               2.0            ;; 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:               6.0            ;; width of the section
      +Texture:            beam-dblue2      ;; 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:               8.0            ;; width of the section
      +Texture:            beam-dblue      ;; 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:            0.4            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe

;---------------------------------------------------------------
; 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:                          AAAh
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               136, 243, 249
@Laser Length:               0.0
@Laser Head Radius:            0.60
@Laser Tail Radius:            0.60
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     5.5             ;; in seconds
$Damage:                        14            ;; 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:                      40.0            ;; 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:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:               1500         ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
   +Type:                  3            ;; 0 - 4 are valid #'s
   +Life:                    2.5            ;; how long it lasts once the beam is actually firing
   +Warmup:                 1500         ;; warmup time in ms
   +Warmdown:               1200         ;; warmdown time in ms
   +Radius:                 20.0         ;; 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:            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:               149            ;; the looping beam-firing sound
   +WarmupSound:            151            ;; associated warmup sound
   +WarmdownSound:            161            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; muzzle glow bitmap
   +Shots:                  3            ;; 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:               2.0            ;; 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:               6.0            ;; width of the section
      +Texture:            beam-dblue2      ;; 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:               8.0            ;; width of the section
      +Texture:            beam-dblue      ;; 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:            0.4            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe

      


;---------------------------------------------------------------
; 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:                          S-AAA-Weak
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               250, 30, 30
@Laser Length:               0.0
@Laser Head Radius:            0.60
@Laser Tail Radius:            0.60
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     5.0             ;; in seconds
$Damage:                        5            ;; 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:                      60.0            ;; 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:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88              ;; The sound it makes when it hits something
+Weapon Range:               1500         ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
   +Type:                  3            ;; 0 - 4 are valid #'s
   +Life:                    3            ;; how long it lasts once the beam is actually firing
   +Warmup:                 500         ;; warmup time in ms
   +Warmdown:               1000         ;; warmdown time in ms
   +Radius:                 10.0         ;; muzzle glow radius in meters
   +PCount:               15            ;; 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:            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:               121            ;; the looping beam-firing sound
   +WarmupSound:            122            ;; associated warmup sound
   +WarmdownSound:            123            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; muzzle glow bitmap
   +Shots:                  3            ;; 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:               1.0            ;; 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:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
   $Section:                        ;; one section of the beam
      +Width:               3.0            ;; 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:               4.5            ;; 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:            0.5            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe
      

;---------------------------------------------------------------
; 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:                          ULTRA Anti-Fighter Beam
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               136, 243, 249
@Laser Length:               0.0
@Laser Head Radius:            0.60
@Laser Tail Radius:            0.60
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     2.2            ;; in seconds
$Damage:                        30            ;; 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:                      40.0            ;; How long this thing lives
$Energy Consumed:               0.10            ;; 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:               4000         ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       13.0
$BeamInfo:
   +Type:                  3            ;; 0 - 4 are valid #'s
   +Life:                    2.5            ;; how long it lasts once the beam is actually firing
   +Warmup:                 450            ;; warmup time in ms
   +Warmdown:               500            ;; warmdown time in ms
   +Radius:                 30.0         ;; 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:            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:               121            ;; the looping beam-firing sound
   +WarmupSound:            122            ;; associated warmup sound
   +WarmdownSound:            123            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; muzzle glow bitmap
   +Shots:                  3            ;; 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:               2.0            ;; 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:               6.0            ;; width of the section
      +Texture:            beam-dblue2      ;; 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:               8.0            ;; width of the section
      +Texture:            beam-dblue      ;; 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 : 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:                          TerSlash
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:             0, 0, 0  
@Laser Length:               0.0
@Laser Head Radius:            0.30
@Laser Tail Radius:            0.30
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                      7.0            ;; in seconds
$Damage:                        350            ;; 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:           6000         ;; 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:       40.0
$BeamInfo:
   +Type:                  1            ;; 0 - 4 are valid #'s
   +Life:              4.0            ;; how long it lasts once the beam is actually firing
   +Warmup:                 3000         ;; warmup time in ms
   +Warmdown:               1500         ;; warmdown time in ms
   +Radius:                 60.0         ;; 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:            0.5 0.975 1.35 1.875 2.5   ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               145         ;; the looping beam-firing sound
   +WarmupSound:            153         ;; associated warmup sound
   +WarmdownSound:            157         ;; associated warmdown sound
   +Muzzleglow:            beamglow1      ;; 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:             25.0         ;; width of the section
      +Texture:            beam-white2      ;; 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:               2.0         ;; hehe
   $Section:                        ;; one section of the beam
      +Width:     40.0         ;; width of the section
      +Texture:    beam-white3      ;; 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:            0.4         ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0         ;; hehe
   $Section:                        ;; one section of the beam
      +Width:               35.0         ;; width of the section
      +Texture:            beam-white1      ;; 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



;---------------------------------------------------------------
; 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:                          AT Slash
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:     0, 320, 90
@Laser Length:               0.0
@Laser Head Radius:            0.30
@Laser Tail Radius:            0.30
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     10.0            ;; in seconds
$Damage:                        150            ;; 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:                      90.0            ;; 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:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:     6500         ;; 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:       40.0
$BeamInfo:
   +Type:                  1            ;; 0 - 4 are valid #'s
   +Life:       12.2            ;; how long it lasts once the beam is actually firing
   +Warmup:                 3000         ;; warmup time in ms
   +Warmdown:               1500         ;; warmdown time in ms
   +Radius:                 40.0         ;; 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:            0.5 0.875 1.25 1.875 2.5   ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               144         ;; the looping beam-firing sound
   +WarmupSound:            153         ;; associated warmup sound
   +WarmdownSound:            156         ;; associated warmdown sound
   +Muzzleglow:     beamglow8 ;; 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:    24.0         ;; width of the section
      +Texture:    beam-dblue2      ;; 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:               2.0         ;; hehe
   $Section:                        ;; one section of the beam
      +Width:               16.0         ;; 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:            0.4         ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0         ;; hehe
   $Section:                        ;; one section of the beam
      +Width:               26.0         ;; width of the section
      +Texture:         beam-white2       ;; 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




;---------------------------------------------------------------
; 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: Zeuson-Beam  

$Model File:               none             ; laser1-1.pof
@Laser Bitmap:               laserglow01
@Laser Color:         10, 10, 10
@Laser Length:               0.0
@Laser Head Radius:            0.3
@Laser Tail Radius:            0.3
$Mass:                          100.0
$Velocity:                      1600.0            ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     35.0            ;; in seconds
$Damage:                         1000         ;; 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:               4000            ;; 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:        7.0               ;; how long it lasts once the beam is actually firing
   +Warmup:                 5000            ;; warmup time in ms
   +Warmdown:               3500            ;; warmdown time in ms
   +Radius:                 160.0            ;; 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:            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: beamglow1        ;; 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:               40               ;; 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:            0.0               ;; how much it flickers (0.0 to 1.0)
      +Zadd:               4.0               ;; hehe
   $Section:                              ;; one section of the beam
      +Width:               50               ;; width of the section
      +Texture:    beam-white3         ;; 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:               60.0            ;; width of the section
      +Texture:            beam-white1      ;; 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:               90.0            ;; width of the section
      +Texture:            beam-white2         ;; 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

$Name:  Super Beam    

$Model File:               none             ; laser1-1.pof
@Laser Bitmap:               laserglow01
@Laser Color:       0, 320, 90
@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:                         1300         ;; 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:                      90.0            ;; How long this thing lives
$Energy Consumed:               0.10            ;; 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:       300.0
$BeamInfo:
   +Type:                  0               ;; 0 - 4 are valid #'s
   +Life:       12.0               ;; how long it lasts once the beam is actually firing
   +Warmup:                 5000            ;; warmup time in ms
   +Warmdown:               3500            ;; warmdown time in ms
   +Radius:       320.0            ;; 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: beamglow8        ;; 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:    135               ;; width of the section
      +Texture:    beam-dblue   ;; 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:     165               ;; width of the section
      +Texture:    beam-white2         ;; 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:               195.0            ;; width of the section
      +Texture:            beam-dblue         ;; 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:           270.0            ;; width of the section
      +Texture:      beam-dblue2         ;; 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


;---------------------------------------------------------------
; 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:                     BGreen

$Model File:               none             ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               0, 255, 54
; Pale green             R 192   G 255   B 200
@Laser Length:               0.0
@Laser Head Radius:            0.3
@Laser Tail Radius:            0.3
$Mass:                          100.0
$Velocity:                      1600.0            ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     30.0            ;; in seconds
$Damage:                        1200            ;; 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:                      25.0               ;; 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:               4000            ;; 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:       60.0
$BeamInfo:
   +Type:                  0            ;; 0 - 4 are valid #'s
   +Life:                    4.0            ;; how long it lasts once the beam is actually firing
   +Warmup:                 3500         ;; warmup time in ms
   +Warmdown:               3500         ;; warmdown time in ms
   +Radius:                 110.0         ;; muzzle glow radius in meters
   +PCount:               20            ;; 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:            1.0 1.1 1.1 1.7 1.4            ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               147            ;; the looping beam-firing sound
   +WarmupSound:            154            ;; associated warmup sound
   +WarmdownSound:            159            ;; 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:               25            ;; 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:               30            ;; 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:               40.0         ;; 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:               50.0         ;; 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



;---------------------------------------------------------------
; 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:       S AT Beam
$Model File:               none             ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:     255, 0, 250
; pale green                R 192   G 255   B 200
@Laser Length:               0.0
@Laser Head Radius:            0.3
@Laser Tail Radius:            0.3
$Mass:                          100.0
$Velocity:                      1950.0            ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                      9.0            ;; in seconds
$Damage:                        140               ;; 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:                     16.5                  ;; 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")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       65.0
$BeamInfo:
   +Type:                  0               ;; 0 - 4 are valid #'s
   +Life:        8.0               ;; how long it lasts once the beam is actually firing
   +Warmup:       3000            ;; warmup time in ms
   +Warmdown:               3000            ;; warmdown time in ms
   +Radius:          110            ;; muzzle glow radius in meters
   +PCount:               25               ;; particles spewed every interval
   +PRadius:     3.2               ;; particle radius
   +PAngle:               60.0            ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01      ;; particle ani
   +Miss Factor:            1.0 1.3 1.3 1.3 1.4               ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               146               ;; the looping beam-firing sound
   +WarmupSound:    153               ;; associated warmup sound
   +WarmdownSound:            158               ;; associated warmdown sound
   +Muzzleglow:   beamglow5      ;; 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:     20               ;; 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:     53               ;; width of the section
      +Texture:    beam-dblue2       ;; 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:     75.0            ;; width of the section
      +Texture:    beam-red2          ;; 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:     95.0            ;; width of the section
    +Texture:                        ;; 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





; Vasudan direct beams



$Name:                     SVas
$Model File:               none             ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               255, 200, 67
; Puke pale green             R 192   G 255   B 200
@Laser Length:               0.0
@Laser Head Radius:            0.3
@Laser Tail Radius:            0.3
$Mass:                          100.0
$Velocity:                      1600.0            ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     20.0            ;; in seconds
$Damage:                        350               ;; 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:                      2.5                  ;; 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:               4000            ;; 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:       40.0
$BeamInfo:
   +Type:                  0               ;; 0 - 4 are valid #'s
   +Life:                    2.5               ;; how long it lasts once the beam is actually firing
   +Warmup:                 1500            ;; warmup time in ms
   +Warmdown:               3000            ;; warmdown time in ms
   +Radius:                 65.0            ;; 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:            1.0 1.1 1.1 1.1 1.4            ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               121               ;; the looping beam-firing sound
   +WarmupSound:            122               ;; associated warmup sound
   +WarmdownSound:            123               ;; associated warmdown sound
 +Muzzleglow: thrusterglow01   ;; 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:     8.0            ;; width of the section
      +Texture:  beam-orange3       ;; 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:               25.0         ;; width of the section
      +Texture:            beam-orange2 ;; 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:            0.2            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0            ;; hehe
   $Section:                        ;; one section of the beam
      +Width:               30.0         ;; width of the section
      +Texture:    beam-orange      ;; 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:            0.3            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe


$Name:                     BVas
$Model File:               none             ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               255, 200, 67
; Puke pale green             R 192   G 255   B 200
@Laser Length:               0.0
@Laser Head Radius:            0.3
@Laser Tail Radius:            0.3
$Mass:                          100.0
$Velocity:                      1600.0            ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     24.0            ;; in seconds
$Damage:                        1100            ;; 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:                      25.0               ;; 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:               4000            ;; 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:       60.0
$BeamInfo:
   +Type:                  0            ;; 0 - 4 are valid #'s
   +Life:                    3.7            ;; how long it lasts once the beam is actually firing
   +Warmup:                 3500         ;; warmup time in ms
   +Warmdown:               3500         ;; warmdown time in ms
   +Radius:                 110.0         ;; muzzle glow radius in meters
   +PCount:               20            ;; particles spewed every interval
   +PRadius:               1.4            ;; particle radius
   +PAngle:               60.0         ;; a
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Offline Lightspeed

  • Light Years Ahead
  • 212
Quote
+Zadd: 0.0 ;; hehe


I always loved :v: for this. :D

As for the beams... They do look messy, but it's custom content. Not really a SCP problem, I daresay.

Missile trails are messed up in FS2open, however.
Modern man is the missing link between ape and human being.

 
They've always been messed up - the engine renders trail detail according to how much other work it has to do per frame.

 

Offline FireCrack

  • 210
  • meh...
Acutaly those are still using the textured form my beams, but not the table file. If you copy+paste out the beams from my weapons.tbl to overwrite only those in that weapons tbl it will atleast fix some of the beams (dont overwrite the mod ones)
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 
@ FireCrack:
But only the mod ones look strange^^, all others work fine.

@ Lightspeed:
Mmhh i think it hase something to do with the combination from RFC and the SCP, cause if all SCP-effects are disabled, all beams, even the modded ones look right.
Planet-Fiction.de - your Resource for SciFi-Games!

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Quote
Originally posted by Lightspeed

Quote
+Zadd: 0.0 ;; hehe

I always loved :v: for this. :D [/B]


What, the "hehe" or what it does?  I don't see why that comment ever survived in all of the beam weapon entries (it's in every beam layer, which is rediculous) since the actual effect of the Zadd field is pretty obvious.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Because everyone enjoys that comment.
Sesqu... Sesqui... what?
Sesquipedalian, the best word in the English language.

The Scroll of Atankharzim | FS2 syntax highlighting

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Zadd sounds amusing.
"Load sabot. Target Zaku, direct front!"

A Feddie Story