Eh ? Anyway , I think it's still the table fault . Cause if it actually fired but the textures didn't show , then it's a texture problem . But in this case the Deimos didn't fire AT ALL . I disabled all the weapons and left only my beam cannon ( with the All ships beam-freed by default , turned on in the mission specs ) .
Here is the tavle entry :
;---------------------------------------------------------------
; 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 - my own beam
$Name: BeamTest
$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: 500.0
$Velocity: 16000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 60.0 ;; in seconds
$Damage: 24000 ;; 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: 0.5
$Subsystem Factor: 0.5
$Lifetime: 5.0 ;; 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: 120.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 2.0 ;; how long it lasts once the beam is actually firing
+Warmup: 7000 ;; warmup time in ms
+Warmdown: 7000 ;; 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
+Range: 10000
$Section: ;; one section of the beam (you can have up to 5)
+Width: 25 ;; width of the section
+Texture: BEAMTEXTURE ;; 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
; 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
Now I got to go to sleep . I hope someone helps me by tomorrow .