Here's a better approximation to the problem:
$Name: TAG-D
+Title: XSTR("GTI TAG-D Missile", -1)
+Description:
XSTR(
"Special Issue
Area Effect
Fighter Tagging Weapon", -1)
$end_multi_text
+Tech Title: XSTR("GTI TAG-D Missile", -1)
+Tech Anim: none
+Tech Description:
XSTR(
"Based on the Multiple firing technology than the cluster bombs, the TAG D missile is designed to launch a barrage of submunitions with a small engine and a short life electronics device based on previous TAG missiles", -1)
$end_multi_text
$Model File: whatever.pof
$Mass: 20.0
$Velocity: 120.0
$Fire Wait: 5.0
$Damage: 30 ;; damage applied when within inner radius
$Blast Force: 2.2
$Inner Radius: 50.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 150.0 ;; max radius for attenuated damage
;;$Shockwave Speed: 55.0 ;; velocity of shockwave. 0 for none.
$Shockwave Speed: 100.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 0.4
$Shield Factor: 0.3
$Subsystem Factor: 0.0
$Lifetime: 7.0
$Energy Consumed: 0.0
$Cargo Size: 10.0
$Homing: NO
$LaunchSnd: 93
$ImpactSnd: 101 ;; shockwave impact sound
$FlyBySnd: -1
$Rearm Rate: 0.1
$Flags: ( "player allowed"
"Spawn Child TAG, 14" ;; Create 14 "Child TAG" children on detonation
"Bomb"
"Remote Detonate") ;; Remote Detonate = another fire press detonates
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.75 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.5 ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconInfyrno
$Anim: infyrno
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
Basically this throws some tagging missiles, I think it's not possible to "tag with a shockwave". To put this to work, you should also put the following child Tag missile:
$Name: Child TAG
$Model File: taga.pof
$Mass: 20.0
$Velocity: 400.0
$Fire Wait: 3.0
$Damage: 1 ;; damage applied when within inner radius
$Blast Force: 10.0
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 30.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 0.1
$Shield Factor: 0.1
$Subsystem Factor: 0.1
$Lifetime: 5.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1 ;; Amount of space taken up in weapon cargo
$Homing: YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 1.0
+View Cone: 40.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 92 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed
$Flags: ("child")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.5 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3 ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconTagA
$Anim: tagA
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 6.0
$Tag: 2 11.0 ;; tag level : 1-3 and duration in seconds
As you see This is a cluster TAG bomb and the Child Tag is only TAG-A with heat seeking,so you can get them into chasing fighters right after the TAGD is detonated