Under secondary section...
#End
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#Secondary Weapons
;;<<<<<<<<<<<<< BORA SECONDARY WEAPONS >>>>>>>>>>>>>>
;; ---------------------------------------------------------------------------------------------------
; Swarm
;
$Name: @Swarm
+Title: XSTR("Swarm Missile", 3333)
+Description:
XSTR(
"Prototype
Advanced Swarm Type
All-Purpose Missile
", 3334)
$end_multi_text
+Tech Title: XSTR("Swarm Missile", 3335)
+Tech Anim: Tech_Tornado
+Tech Description:
XSTR(
"Fired in salvos of four, the Swarm Missile is guided to its target by a sophisticated guidance system developed by Lorian Industrial Technologies. The Swarm Missile is more difficult for countermeasures to defeat as they rapidly close on their locked target. Each contains sufficient hydrazine to provide minor damage to shield and hull, but together in a salvo they result in a massively potent punch.", 3336)
$end_multi_text
$Model File: bombardier.pof
$Mass: 0.1
$Velocity: 173.825
$Fire Wait: 0.6
$Damage: 5500 ;; damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.3
$Lifetime: 19.847547
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: ASPECT ;; Legal: HEAT, ASPECT
+Turn Time: .50
+Min Lock Time: 2.0 ;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 63 ;; Pixels moved per sec while locking
+Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up
+Catch-up Penalty: 30 ;; Extra pixels to move after catching up
$LaunchSnd: 172 ;; 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: ( "Corkscrew" "cycle" "in tech database" "player allowed" "lockarm" ) ;;
$Trail:
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.25 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0 ;; The opacity of the trail head.
+End Alpha: 0.0 ;; The opacity of the trail tail.
+Max Life: 1.0 ;; how many seconds before trail disappears
+Bitmap: swarm1 ;; Bitmap used to draw trail
$Icon: MSLSWARM
$Anim: tornado
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
$Corkscrew:
+Num Fired: 4
+Radius: 1.25
+Fire Delay: 0
+Counter rotate: 1
+Twist: 3
;; ---------------------------------------------------------------------------------------------------
; Plasma Rocket
;
$Name: @Plasma Rocket
$Subtype: Secondary ;; secondary mode - no one knows
+Title: XSTR("Plasma Rocket", -1)
+Description:
XSTR("Plasma Rocket", 3382)
$end_multi_text
+Tech Title: XSTR("Plasma Rocket", -1)
+Tech Anim: Tech_Cyclops
+Tech Description:
XSTR("This rocket's warhead consists of plasma contained within a ripstar-generated gravity field. Sensors in the rocket detect when it is within a target's energy field at which time a detonation command is sent to the warhead. When the warhead explodes the plasma reacts violently with the target's energy field causing major damage to the ship's shields and moderate damage to the ship's hull. Depending on the ship hit the, damage to the shields can range from 50% to 80% of the ship's maximum shield energy. ", -1)
$end_multi_text
$Model File: belial.pof
$Mass: 0.1
$Velocity: 212.68
$Fire Wait: 0.6 ;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage: 8000 ;; damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.3
$Lifetime: 9.8974985 ;; temporary fix for problem locking onto big ships.
$Energy Consumed: 0.0
$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 165
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 1.0
$Flags: ( "in tech database" "player allowed" "cycle" "Particle Spew" )
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.025 ;; Width of trail nearest missile
+End Width: 0.05 ;; 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: newmiss3 ;; Bitmap used to draw trail
$Icon: PLASRCKT
$Anim: belial
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0
$Pspew:
+Count: 7
+Time: 100
+Vel: 0
+Radius: 0.2
+Life: 0.2
+Scale: 0.2
+Bitmap: ParticleSmoke01
;; ---------------------------------------------------------------------------------------------------
Adding the comment didn't change the error.