; ; weapons.tbl ; ; file to specify the weapon characteristics for Freespace weapons ; ; weapons fall into three categories -- see weapon.doc in the ; freespace Specs folder for more information. ; Real FreeSpace weapons! ; From weapons.doc, Adam's spec. ; · Light Laser Cannon: Much like Descent lasers. Less powerful than Heavies. ; · Heavy Laser Cannon: Self-explanatory. Fires slightly slower. ; · Mass Driver Cannon: Fires shells of some sort, but oddly uses energy, since it’s a cannon. ; · Flail Cannon: Rapid-fire energy-based weapon. Shoots many smaller, rapid lasers. ; · Neutron Flux Cannon: Similar to Heavy Lasers, but more punch. Could use a better name here. ; ; -------------------- ; Ordering of entries: ; -------------------- ; ; All primary weapons are listed in the first section, followed by secondary weapons in the next. ; Within each of these 2 sections, normal weapons should be listed first, followed by weapons ; that are only allowed on big ships, and following that, weapons that aren't allowed on any ships. ; ; ------------------------------- ; A note regarding weapon sounds: ; ------------------------------- ; The index corresponds to the sounds.tbl index. If you want a new weapon sound, you must first ; add it to sounds.tbl. If you don't want to assign a sound, put -1 as the index. ; ; --------------- ; Missile damage: ; --------------- ; The following fields determine the missile damage: ; $Damage: The damage applied within the inner radius of the blast ; $Inner Radius: The radius at which damage is 100% of $Damage field ; (0 for impact only) ; $Outer Radius: The radius at which damage is applied. $Damage decreases ; linearly from $Inner Radius to $Outer Radius ; $Shockwave Speed: The speed of the shockwave (0 for no shockwave) ; ; --------------- ; Interface Art: ; --------------- ; ; $Icon: filename that holds icon frames used in weapons selection ; $Anim: filename that holds weapon animation used in weapons selection ; ; --------------- ; Misc ; ---------------- ; $Impact Explosion: Filename of animation to play when weapon impacts ; $Impact Explosion Radius: How big the explosion is. Required if Impact Explosion is not none ; #Primary Weapons ; ---------------------------------------------------------------------------------- ; Sidearm ; $Name: @Subach HL-7 +Title: XSTR("GTW Subach HL-7", 3243) +Description: XSTR( "Standard Issue Level 3 Hull Damage Level 2 Shield Damage", 3244) $end_multi_text +Tech Title: XSTR("Subach HL-7", 146) +Tech Anim: Tech_Subach_HL-7 +Tech Description: XSTR( "The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 3245) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo9 @Laser Glow: 2_laserglow03 @Laser Color: 250, 0, 0 @Laser Color2: 0, 0, 250 @Laser Length: 10.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.90 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.2 ;; in seconds $Damage: 15 $Armor Factor: 0.9 $Shield Factor: 0.7 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ("in tech database" "player allowed" "stream") $Icon: iconSD4 $Anim: SD4 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Sidearm - Dogfight version ; $Name: @Subach HL-D +Title: XSTR("GTW Subach HL-7", 3246) +Description: XSTR( "Standard Issue Level 3 Hull Damage Level 3 Shield Damage", 3247) $end_multi_text +Tech Title: XSTR("Subach HL-7D", 3248) +Tech Anim: Tech_Subach_HL-7 +Tech Description: XSTR( "The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 3249) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo9 @Laser Glow: 2_laserglow03 @Laser Color: 250, 0, 0 @Laser Color2: 0, 0, 250 @Laser Length: 10.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.90 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.2 ;; in seconds $Damage: 15 $Armor Factor: 1 $Shield Factor: 1 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ("player allowed" "stream") $Icon: iconSD4 $Anim: SD4 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Sidearm- Vasudan ; $Name: @Mekhu HL-7 +Title: XSTR("GTW Mekhu HL-7", 3250) +Description: XSTR( "Standard Issue Level 3 Hull Damage Level 3 Shield Damage", 3251) $end_multi_text +Tech Title: XSTR("Mekhu HL-7", 3252) +Tech Anim: Tech_Mekhu_HL-7 +Tech Description: XSTR( "The Mekhu HL-7 is the Vasudan re-engineered variant of the Subach HL-7 xaser. Modifications made to the design by engineers at Mekhu give it a higher firing rate and longer range than the original Terran version. These improvements come at the cost of a slight decrease in power output. This trade-off fits well with Vasudan military tactics, but most Terran pilots prefer the performance of the original weapon.", 3253) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo9 @Laser Glow: 2_laserglow03 @Laser Color: 250, 0, 0 @Laser Color2: 0, 0, 250 @Laser Length: 11.5 @Laser Head Radius: 0.85 @Laser Tail Radius: 0.75 $Mass: 0.3 $Velocity: 485.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 12 $Armor Factor: 0.9 $Shield Factor: 0.8 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ("in tech database" "player allowed" "stream") $Icon: iconSD4 $Anim: SD4 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Sidearm- Vasudan - Dogfight ; $Name: @Mekhu HL-7D +Title: XSTR("GTW Mekhu HL-7", 3254) +Description: XSTR( "Standard Issue Level 5 Hull Damage Level 6 Shield Damage", 3255) $end_multi_text +Tech Title: XSTR("Mekhu HL-7D", 3256) +Tech Anim: Tech_Mekhu_HL-7 +Tech Description: XSTR( "The Mekhu HL-7 is the Vasudan re-engineered variant of the Subach HL-7 xaser. Modifications made to the design by engineers at Mekhu give it a higher firing rate and longer range than the original Terran version. These improvements come at the cost of a slight decrease in power output. This trade-off fits well with Vasudan military tactics, but most Terran pilots prefer the performance of the original weapon.", 3257) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo9 @Laser Glow: 2_laserglow03 @Laser Color: 250, 0, 0 @Laser Color2: 0, 0, 250 @Laser Length: 11.5 @Laser Head Radius: 0.85 @Laser Tail Radius: 0.75 $Mass: 0.3 $Velocity: 485.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 12 $Armor Factor: 1.4 $Shield Factor: 1.5 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ( "player allowed" "stream") $Icon: iconSD4 $Anim: SD4 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Advanced Disruptor ; $Name: @Akheton SDG ;; the anti-subsystem weapon +Title: XSTR("GTW Akheton SDG", 3258) +Description: XSTR( "Tactical Weapon Subsystem Disruption", 3259) $end_multi_text +Tech Title: XSTR("GTW Akheton SDG", 3260) +Tech Anim: Tech_Akheton_SDG +Tech Description: XSTR("The Vasudan-made Akheton SDG Advanced Disruptor was a direct result of the phenomenal success of GTA disruption weaponry in the Great War. The GTW-41x Advanced Disruptor subsequently underwent a retrofit and was pushed into mass production. With the exception of the Subach HL-7, more SDG units have been produced by the GTVA than any other weapon in history. The SDG is notorious for its demanding power requirements.", 3261) $end_multi_text $Model File: none ; laser1-1.pof @Laser Bitmap: newglo1 @Laser Glow: 2_laserglow03 @Laser Color: 150, 150, 250 @Laser Color2: 150, 150, 250 @Laser Length: 20.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.2 $Velocity: 500.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.35 ;; in seconds $Damage: 30 ;; Note, as a puncture weapon, hull damage is reduced by 75%. Base amount done to subsystems. $Armor Factor: 0.0 $Shield Factor: 0.5 $Subsystem Factor: 1.0 $Lifetime: 1.5 $Energy Consumed: 1.6 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 77 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("in tech database" "player allowed" "Puncture") $Icon: iconScalpel $Anim: Scalpel $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Morning Star ; $Name: @Morning Star +Title: XSTR("GTW ML-70 Morning Star", 3262) +Description: XSTR( "Long-Range Tactical Kinetic Weapon ", 3263) $end_multi_text +Tech Title: XSTR("GTW ML-70 Morning Star", 3264) +Tech Anim: Tech_GTW_ML-70 +Tech Description: XSTR( "The GTW ML-70 Morning Star improves upon the performance of the Flail gun, which was developed during the Great War. The original Flail was too expensive to mass produce, because of its limited usage/effectiveness profile. Recent advances in high-temperature optics enable the main focusing chamber of the Morning Star to produce a much more coherent beam, increasing its range and damage levels. This comes at the expense of somewhat higher energy requirements, however.", 3265) $end_multi_text $Model File: none @Laser Bitmap: newglo3 @Laser Glow: 2_laserglow03 @Laser Color: 120, 120, 30 @Laser Color2: 120, 120, 30 @Laser Length: 3.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 1.5 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 7 $Armor Factor: 0.5 $Shield Factor: 1.3 $Subsystem Factor: 0.2 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.8 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 78 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "stream") $Icon: iconflail $Anim: Flail2 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Morning Star - Dogfight ; $Name: @MorningStar D +Title: XSTR("GTW ML-70 Morning Star D", 3266) +Description: XSTR( "Long-Range Tactical Kinetic Weapon ", 3267) $end_multi_text +Tech Title: XSTR("GTW ML-70 Morning Star", 3268) +Tech Anim: Tech_GTW_ML-70 +Tech Description: XSTR( "The GTW ML-70 Morning Star improves upon the performance of the Flail gun, which was developed during the Great War. The original Flail was too expensive to mass produce, because of its limited usage/effectiveness profile. Recent advances in high-temperature optics enable the main focusing chamber of the Morning Star to produce a much more coherent beam, increasing its range and damage levels. This comes at the expense of somewhat higher energy requirements, however.", 3269) $end_multi_text $Model File: none @Laser Bitmap: newglo3 @Laser Glow: 2_laserglow03 @Laser Color: 120, 120, 30 @Laser Color2: 120, 120, 30 @Laser Length: 3.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 1.2 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.17 ;; in seconds $Damage: 7 $Armor Factor: 0.5 $Shield Factor: 1.0 $Subsystem Factor: 0.2 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.8 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 78 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "stream") $Icon: iconflail $Anim: Flail2 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Prometheus Retrofit ; $Name: Prometheus R +Title: XSTR("GTW-5a Prometheus (retrofit) Cannon", 3270) +Description: XSTR( "Medium Energy Usage Level 4 Hull Damage Level 1 Shield Damage", 3271) $end_multi_text +Tech Title: XSTR("GTW-5a Prometheus R", 3272) +Tech Anim: Tech_GTW-5a_Prometheus_R +Tech Description: XSTR( "The GTW-5a Prometheus R is a modified version of the original Prometheus weapon. With the link to Earth severed, the GTVA had been unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module) to continue to manufacture the standard Prometheus. GTVA engineers modified the original design to incorporate some of the advanced electromagnetic mechanisms of the Banshee. The technology has not been perfected, however, and the Prometheus R suffers from a long recharge cycle and high energy requirements.", 3273) $end_multi_text $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 20, 150, 20 @Laser Color2: 20, 150, 20 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.45 ;; in seconds $Damage: 18 $Armor Factor: 1.1 $Shield Factor: 0.8 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.60 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 79 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromR $Anim: PromR $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Prometheus (only available after nebula missions begin) ; $Name: Prometheus S +Title: XSTR("GTW-5 Prometheus (standard) Cannon", 3274) +Description: XSTR( "Medium Energy Usage Level 5 Hull Damage Level 4 Shield Damage", 3275) $end_multi_text +Tech Title: XSTR("GTW-5 Prometheus S", 3276) +Tech Anim: Tech_GTW-5_Prometheus_S +Tech Description: XSTR( "The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type's faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant.", 3277) $end_multi_text $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 20, 150, 20 @Laser Color2: 20, 150, 20 @Laser Length: 10.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 0.2 $Velocity: 750.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.35 ;; in seconds $Damage: 30 $Armor Factor: 0.9 $Shield Factor: 1.0 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 1.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 80 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromS $Anim: PromS $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Prometheus D - Dogfight $Name: Prometheus D +Title: XSTR("GTW-5 Prometheus Cannon D", 3278) +Description: XSTR( "Medium Energy Usage Level 3 Hull Damage Level 3 Shield Damage", 3279) $end_multi_text +Tech Title: XSTR("GTW-5 Prometheus S", 3280) +Tech Anim: Tech_GTW-5_Prometheus_S +Tech Description: XSTR( "The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type's faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant.", 3281) $end_multi_text $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 20, 150, 20 @Laser Color2: 20, 150, 20 @Laser Length: 10.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.3 ;; in seconds $Damage: 20 $Armor Factor: 0.8 $Shield Factor: 1.0 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.40 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 80 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromS $Anim: PromS $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Maxim ; $Name: Maxim +Title: XSTR("GTW-66 Maxim Cannon", 3282) +Description: XSTR( "HiVel Weapon Level 8 Hull Damage Level 1 Shield Damage", 3283) $end_multi_text +Tech Title: XSTR("GTW-66 Maxim", 3284) +Tech Anim: Tech_GTW-66_Maxim_Gun +Tech Description: XSTR( "Reconstruction efforts after the Great War inspired advancements in metallurgy and efficient conventional explosives. The two are elegantly combined in the GTW-66 Maxim. The Maxim is by definition an energy weapon, though it behaves like a high-velocity mass-driver cannon, accelerating uranium slugs along its smoothbore barrel. The Maxim has a difficult time penetrating energy-based shields, but it has a devastating effect on hull plating and subsystem armor.", 3285) $end_multi_text $Model File: none @Laser Bitmap: newglo8 @Laser Glow: 2_laserglow03 @Laser Color: 69, 42, 172 @Laser Color2: 69, 42, 172 @Laser Length: 15.0 @Laser Head Radius: 1.5 @Laser Tail Radius: 1.0 $Mass: 0.08 $Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 20 $Armor Factor: 1.3 $Shield Factor: 0.2 $Subsystem Factor: 1.0 $Lifetime: 2.0 $Energy Consumed: 1.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 81 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "shudder" "stream") $Icon: iconNewton $Anim: Newton $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Maxim Dogfight ; $Name: Maxim D +Title: XSTR("GTW-66 Maxim Cannon D", 3286) +Description: XSTR( "HiVel Weapon Level 5 Hull Damage Level 1 Shield Damage", 3287) $end_multi_text +Tech Title: XSTR("GTW-66 Maxim", 3288) +Tech Anim: Tech_GTW-66_Maxim_Gun +Tech Description: XSTR( "Reconstruction efforts after the Great War inspired advancements in metallurgy and efficient conventional explosives. The two are elegantly combined in the GTW-66 Maxim. The Maxim is by definition an energy weapon, though it behaves like a high-velocity mass-driver cannon, accelerating uranium slugs along its smoothbore barrel. The Maxim has a difficult time penetrating energy-based shields, but it has a devastating effect on hull plating and subsystem armor.", 3289) $end_multi_text $Model File: none @Laser Bitmap: newglo8 @Laser Glow: 2_laserglow03 @Laser Color: 69, 42, 172 @Laser Color2: 69, 42, 172 @Laser Length: 15.0 @Laser Head Radius: 1.5 @Laser Tail Radius: 1.0 $Mass: 0.08 $Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 20 $Armor Factor: 0.8 $Shield Factor: 0.2 $Subsystem Factor: 1.0 $Lifetime: 1.5 $Energy Consumed: 1.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 81 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "shudder" "stream") $Icon: iconNewton $Anim: Newton $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Kayser ; $Name: UD-8 Kayser +Title: XSTR("GTW UD-8 Kayser", 3290) +Description: XSTR( "Special Issue Level 6 Hull Damage Level 5 Shield Damage", 3291) $end_multi_text +Tech Title: XSTR("GTW UD-8 Kayser", 3292) +Tech Anim: Tech_GTW_UD-8_Kayser +Tech Description: XSTR( "The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters.", 3293) $end_multi_text $Model File: none @Laser Bitmap: newglo4 @Laser Glow: 2_laserglow03 @Laser Color: 190, 150, 250 @Laser Color2: 190, 150, 250 @Laser Length: 20.0 @Laser Head Radius: 0.75 @Laser Tail Radius: 0.25 $Mass: 0.5 $Velocity: 650.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.25 ;; in seconds $Damage: 28 $Armor Factor: 1.0 $Shield Factor: 0.9 $Subsystem Factor: 0.35 $Lifetime: 1.5 $Energy Consumed: 1.2 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 82 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconKayser $Anim: Kayser $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Kayser Dogfight ; $Name: UD-D Kayser +Title: XSTR("GTW UD-8 Kayser", 3294) +Description: XSTR( "Special Issue Level 4 Hull Damage Level 4 Shield Damage", 3295) $end_multi_text +Tech Title: XSTR("GTW UD-8 Kayser D", 3296) +Tech Anim: Tech_GTW_UD-8_Kayser +Tech Description: XSTR( "The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters.", 3297) $end_multi_text $Model File: none @Laser Bitmap: newglo4 @Laser Glow: 2_laserglow03 @Laser Color: 190, 150, 250 @Laser Color2: 190, 150, 250 @Laser Length: 20.0 @Laser Head Radius: 0.75 @Laser Tail Radius: 0.25 $Mass: 0.5 $Velocity: 650.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.3 ;; in seconds $Damage: 28 $Armor Factor: 0.6 $Shield Factor: 0.6 $Subsystem Factor: 0.35 $Lifetime: 1.5 $Energy Consumed: 3.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 82 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconKayser $Anim: Kayser $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Circe ; $Name: Circe +Title: XSTR("GTW-19 Circe", 3298) +Description: XSTR( "Tactical Weapon Level 6 Shield Damage", 3299) $end_multi_text +Tech Title: XSTR("GTW-19 Circe", 3300) +Tech Anim: Tech_GTW-Circe +Tech Description: XSTR( "Derived from advanced electromagnetic weaponry, such as the Banshee, the GTW-19 Circe disrupts shield systems by focusing a barrage of widely varying EM harmonics upon its target. This energy is completely ineffective against any kind of armor plating or insulated subsystem. For this reason, the Circe is most effective when paired with a hull-damaging partner, such as the Maxim or Prometheus.", 3301) $end_multi_text $Model File: none ; laser1-1.pof @Laser Bitmap: newglo5 @Laser Glow: 2_laserglow03 @Laser Color: 190, 150, 250 @Laser Color2: 190, 150, 250 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 0.5 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.4 ;; in seconds $Damage: 45 ;; Note, as a puncture weapon, hull damage is reduced by 75%. Base amount done to subsystems. $Armor Factor: 0.0 $Shield Factor: 1.0 $Subsystem Factor: 0.0 $Lifetime: 3.0 $Energy Consumed: 1.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 83 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconCirce $Anim: Circe $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Lamprey ; $Name: Lamprey +Title: XSTR("GTW-83 Lamprey", 3302) +Description: XSTR( " Tactical Weapon Medium Energy Usage Level 3 Shield Damage", 3303) $end_multi_text +Tech Title: XSTR("GTW-83 Lamprey", 3304) +Tech Anim: Tech_GTW-83_Lamprey +Tech Description: XSTR( "The GTW-83 Lamprey cannon is a second-generation Leech gun. It drains the energy systems of its target, depleting the reserves available to the target's Primary weapons, shields, and engines. Coupled with a weapon that pummels both hull and shields, the Lamprey is highly effective against enemy fighters and bombers.", 3305) $end_multi_text $Model File: none @Laser Bitmap: newglo6 @Laser Glow: 2_laserglow03 @Laser Color: 120, 120, 30 @Laser Color2: 120, 120, 30 @Laser Length: 2.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.3 ;; in seconds $Damage: 14 $Armor Factor: 0.1 $Shield Factor: 1.0 $Subsystem Factor: 0.0 $Lifetime: 2.0 $Energy Consumed: 1.2 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 84 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "esuck" "particle spew") $Icon: iconLich $Anim: Lich $Impact Explosion: none $Leech Weapon: 35 $Leech Afterburner: 20 ; ---------------------------------------------------------------------------------- ;; GTW - T Training laser ;; low damage, only used for training purposes $Name: @Training $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 100, 200, 100 @Laser Color2: 100, 200, 100 @Laser Length: 15.0 @Laser Head Radius: 0.5 @Laser Tail Radius: 0.25 $Mass: 0.2 $Velocity: 200.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.5 ;; in seconds $Damage: 5 $Armor Factor: 1.0 $Shield Factor: 0.2 $Subsystem Factor: 0.0 $Lifetime: 4.0 $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: () $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- $Name: @Vasudan Light Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 200, 30, 30 @Laser Color2: 200, 30, 30 @Laser Length: 3.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.1 $Velocity: 300.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.5 ;; in seconds $Damage: 5 $Armor Factor: 1.0 $Shield Factor: 0.2 $Subsystem Factor: 1.0 $Lifetime: 3.0 ;; 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: 107 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( ) $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Targeting Laser ; $Name: @Targeting Laser +Title: XSTR("Targeting Laser", 3306) +Description: XSTR( "", 3307) $end_multi_text +Tech Description: XSTR( "", 3308) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo6 @Laser Color: 190, 150, 250 @Laser Length: 10.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.2 ;; in seconds $Damage: 0 $Armor Factor: 0.9 $Shield Factor: 0.7 $Subsystem Factor: 0.3 $Lifetime: 0.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 115 ;; The sound it makes when fired $ImpactSnd: 27 ;; The sound it makes when it hits something $Flags: ("beam") $Icon: iconKayser $Anim: Kayser $Impact Explosion: none $BeamInfo: ;; for beam_lite beams - we don't have any associated warmup or warmdown +Type: 2 ;; 0 - 4 are valid #'s +Life: 0.0 ;; how long it lasts once the beam is actually firing +Warmup: 0 ;; warmup time in ms +Warmdown: 0 ;; warmdown time in ms +Radius: 1.0 ;; muzzle glow radius in meters +PCount: 0 ;; particles spewed every interval +PRadius: 0 ;; particle radius +PAngle: 0.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 0.0 0.0 0.0 0.0 0.0 ;; magic # - higher == miss more (1 for each skill level) +BeamSound: 115 ;; the looping beam-firing sound +WarmupSound: 0 ;; associated warmup sound +WarmdownSound: 0 ;; 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: 0.5 ;; 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: 0.75 ;; 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: 1.0 ;; 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 ; ---------------------------------------------------------------------------------- ; SHIVAN PRIMARY WEAPONS ;---------------------------------------------------------------------------------- ;; Shivan weapons are all pretty much equal, just different levels of energy consumption and damage and speed. ; ---------------------------------------------------------------------------------- $Name: Shivan Light Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 7.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.3 ;; in seconds $Damage: 8 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 2.0 ;; 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: 100 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: () $Icon: icongun07 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- $Name: Shivan Heavy Laser $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 200, 31, 30 @Laser Color2: 200, 31, 30 @Laser Length: 7.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.2 $Velocity: 475.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.5 ;; in seconds $Damage: 15 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 2.0 $Energy Consumed: 0.40 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 103 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: () $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- $Name: Shivan Mega Laser $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 15.0 @Laser Head Radius: 0.50 @Laser Tail Radius: 0.30 $Mass: 0.3 $Velocity: 400.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.75 ;; in seconds $Damage: 30 $Armor Factor: 1.0 $Shield Factor: 0.6 $Subsystem Factor: 1.0 $Lifetime: 1.5 $Energy Consumed: 0.90 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 108 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: () $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ;; Terran Turret Laser 1 (for later missions) ;; Avenger Derivitave $Name: @Terran Turret $Model File: none @Laser Bitmap: laserglow04 @Laser Glow: 2_laserglow03 @Laser Color: 140, 140, 60 @Laser Color2: 140, 140, 60 @Laser Length: 10.0 @Laser Head Radius: 4.20 @Laser Tail Radius: 1.60 $Mass: 0.4 $Velocity: 275.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 1.0 ;; in seconds $Damage: 35 $Armor Factor: 1.25 $Shield Factor: 0.85 $Subsystem Factor: 0.75 $Lifetime: 5.0 $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 110 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun03 $Anim: LoadGun02 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ;; Terran Turret Laser 1 (for later missions) ;; Avenger Derivitave $Name: Terran Huge Turret $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 20, 150, 20 @Laser Color2: 20, 150, 20 @Laser Length: 20.0 @Laser Head Radius: 6.40 @Laser Tail Radius: 2.60 $Mass: 0.4 $Velocity: 175.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 3.0 ;; in seconds $Damage: 100 $Armor Factor: 1.25 $Shield Factor: 0.5 $Subsystem Factor: 0.75 $Lifetime: 12.0 $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 111 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun03 $Anim: LoadGun02 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ;; Terran Turret Laser 2 (for later missions) ;; ML-16 Derivitave $Name: @Terran Turret Weak $Model File: none @Laser Bitmap: laserglow04 @Laser Glow: 2_laserglow03 @Laser Color: 140, 140, 60 @Laser Color2: 140, 140, 60 @Laser Length: 10.0 @Laser Head Radius: 4.20 @Laser Tail Radius: 1.60 $Mass: 0.4 $Velocity: 275.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 1.0 ;; in seconds $Damage: 35 $Armor Factor: 1.25 $Shield Factor: 0.15 $Subsystem Factor: 0.15 $Lifetime: 5.0 $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 110 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun03 $Anim: LoadGun02 $Impact Explosion: none ;--------------------------------------------------------------- $Name: Shivan Turret Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 7.0 @Laser Head Radius: 3.30 @Laser Tail Radius: 1.90 $Mass: 1.5 $Velocity: 250.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 1.2 ;; in seconds $Damage: 60 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $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: 114 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ;--------------------------------------------------------------- ; Only used in Lucifer, as of May 21, 1998. $Name: Shivan Weak Turret Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 7.0 @Laser Head Radius: 3.30 @Laser Tail Radius: 1.90 $Mass: 1.5 $Velocity: 350.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.7 ;; in seconds $Damage: 20 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $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: 103 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ;--------------------------------------------------------------- $Name: Shivan Megafunk Turret $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 13.0 @Laser Head Radius: 6.30 @Laser Tail Radius: 2.90 $Mass: 3.0 $Velocity: 120.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 3.4 ;; in seconds $Damage: 130 $Armor Factor: 1.5 $Shield Factor: 0.25 $Subsystem Factor: 1.0 $Lifetime: 12.0 ;; 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: 114 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ;--------------------------------------------------------------- $Name: Shivan Super Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 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: 15000 $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: 114 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship" "Huge") $Trail: +Start Width: 40.0 ;; Width of trail nearest missile +End Width: 20.0 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 5.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ;--------------------------------------------------------------- ; 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: 600 ;; 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: 2100 ;; 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: 50.0 $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, 255, 54 @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: 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: 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: 1 ;; 0 - 4 are valid #'s +Life: 2.0 ;; 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: 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: 10.0 ;; width of the section +Texture: beam-white3 ;; 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: 20.0 ;; 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: 0.4 ;; 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-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 ;--------------------------------------------------------------- ; 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: LTerSlash $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 0, 255, 54 @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: 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: 124 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 3500 ;; 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: 2.2 ;; 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: 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: 7.0 ;; width of the section +Texture: beam-white3 ;; 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-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: 0.4 ;; 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-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 ;--------------------------------------------------------------- ; 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: BFGreen $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 0, 255, 54 @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: 1900 ;; 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: 4.0 ;; 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: beamglow3 ;; 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-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: 50 ;; 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: 60.0 ;; 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: 90.0 ;; 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 $Name: LRBGreen $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 0, 255, 54 @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: 1900 ;; 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: 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: 120.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 4.0 ;; how long it lasts once the beam is actually firing +Warmup: 5000 ;; warmup time in ms +Warmdown: 3500 ;; warmdown time in ms +Radius: 199.0 ;; 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: beamglow3 ;; 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: 90 ;; 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: 110 ;; 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: 130.0 ;; 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: 180.0 ;; 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: 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: SGreen $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: 45.0 ;; in seconds $Damage: 210 ;; 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 1.3 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: 151 ;; associated warmup sound +WarmdownSound: 158 ;; 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: 10 ;; 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: 20 ;; 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: 25.0 ;; 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: 30.0 ;; 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 ; 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: beamglow6 ;; 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: 7.0 ;; width of the section +Texture: beam-white3 ;; 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: 20.0 ;; 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 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 1.0 1.2 1.5 1.7 2.1 ;; 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: beamglow6 ;; 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: 20.0 ;; width of the section +Texture: beam-white3 ;; 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-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: 50.0 ;; 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 ;--------------------------------------------------------------- ; 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: VSlash $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 255, 200, 67 @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: 750 ;; 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: 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" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 40.0 $BeamInfo: +Type: 1 ;; 0 - 4 are valid #'s +Life: 2.0 ;; 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: 1.0 1.2 1.5 1.7 2.1 ;; 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: beamglow6 ;; 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: 5.0 ;; width of the section +Texture: beam-white3 ;; 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: 20.0 ;; 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: 35.0 ;; 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 ;--------------------------------------------------------------- ; 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: Green Beam $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 111, 255, 67 @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: 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: 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: 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" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 40.0 $BeamInfo: +Type: 1 ;; 0 - 4 are valid #'s +Life: 2.0 ;; 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 0.875 1.25 1.875 2.5 ;; 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: 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: 5.0 ;; width of the section +Texture: beam-white3 ;; 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: 20.0 ;; 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: 0.1 ;; 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-green ;; 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: MjolnirBeam $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 111, 255, 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: 1000.0 $Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 7.0 ;; in seconds $Damage: 750 ;; 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: 4 ;; 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: 2.0 3.0 3.5 4.0 4.5 ;; 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 ;; --------------------------------------------------------------------------------------------------- $Name: MjolnirBeam#home $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 111, 255, 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: 1000.0 $Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 7.0 ;; in seconds $Damage: 400 ;; 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 -1.0 -1.0 -1.0 -1.0 ;; 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 $Name: Standard Flak $Model File: hornet.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter $Mass: 0.2 $Velocity: 700.0 ;; really fast - like AA fire $Fire Wait: 0.15 ;; $Damage: 30 $Blast Force: 45.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 30.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.2 $Lifetime: 1.5 $Energy Consumed: 0.0 $Cargo Size: 1.0 $Homing: NO $LaunchSnd: 116 $ImpactSnd: 117 +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "Flak" "particle spew") $Icon: iconmissile06 $Anim: LoadMissile04 $Impact Explosion: Exp20 $Impact Explosion Radius: 25.0 $Muzzleflash: mflash_small $Name: Heavy Flak $Model File: hornet.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter $Mass: 1.0 $Velocity: 750.0 ;; really fast - like AA fire $Fire Wait: 1.5 ;; $Damage: 50 $Blast Force: 70.0 $Inner Radius: 30.0 ;; radius at which damage is full $Outer Radius: 60.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.4 $Lifetime: 1.5 $Energy Consumed: 0.0 $Cargo Size: 1.0 $Homing: NO $LaunchSnd: 116 $ImpactSnd: 117 $Flags: ("Big Ship" "Flak" "particle spew") $Icon: iconmissile06 $Anim: LoadMissile04 $Impact Explosion: Exp20 $Impact Explosion Radius: 40.0 $Muzzleflash: mflash_small $Name: Long Range Flak $Model File: hornet.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter $Mass: 1.0 $Velocity: 750.0 ;; really fast - like AA fire $Fire Wait: 0.5 ;; $Damage: 20 $Blast Force: 115.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 60.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.4 $Lifetime: 4.2 $Energy Consumed: 0.0 $Cargo Size: 1.0 $Homing: NO $LaunchSnd: 116 $ImpactSnd: 117 $Flags: ("Big Ship" "Flak" "particle spew") $Icon: iconmissile06 $Anim: LoadMissile04 $Impact Explosion: Exp20 $Impact Explosion Radius: 40.0 $Muzzleflash: mflash_small #End ;=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= #Secondary Weapons ; ---------------------------------------------------------------------------------- ; Rockeye ; $Name: @Rockeye +Title: XSTR("GTM MX-64 Rockeye", 3309) +Description: XSTR( "Standard Issue Fire and Forget", 3310) $end_multi_text +Tech Title: XSTR("GTM MX-64 Rockeye", 3311) +Tech Anim: Tech_GTM_MX-64_Rockeye +Tech Description: XSTR( "The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.", 3312) $end_multi_text $Model File: rockeye.pof $Mass: 5.0 $Velocity: 190.0 $Fire Wait: 0.5 $Damage: 45 ;; damage applied when within inner radius $Blast Force: 200.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.8 $Lifetime: 10.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 0.85 +View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. $LaunchSnd: 87 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed $Flags: ("in tech database" "player allowed") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.4 ;; Width of trail nearest missile +End Width: 0.1 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.2 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconMX-64 $Anim: mx64 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 $Thruster Flame Effect: thruster01a ; ---------------------------------------------------------------------------------- ; Rockeye Dogfight ; $Name: @Rockeye D +Title: XSTR("GTM MX-64 Rockeye", 3313) +Description: XSTR( "Standard Issue Fire and Forget", 3314) $end_multi_text +Tech Title: XSTR("GTM MX-64 Rockeye", 3315) +Tech Anim: Tech_GTM_MX-64_Rockeye +Tech Description: XSTR( "The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.", 3316) $end_multi_text $Model File: rockeye.pof $Mass: 5.0 $Velocity: 190.0 $Fire Wait: 1.5 $Damage: 45 ;; damage applied when within inner radius $Blast Force: 200.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.8 $Lifetime: 10.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 0.85 +View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. $LaunchSnd: 87 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed $Flags: ("player allowed") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.4 ;; Width of trail nearest missile +End Width: 0.1 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.2 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconMX-64 $Anim: mx64 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 $Name: Enemy MX-64 $Model File: rockeye.pof $Mass: 5.0 $Velocity: 150.0 $Fire Wait: 0.75 $Damage: 30 ;; damage applied when within inner radius $Blast Force: 200.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.4 $Subsystem Factor: 1.0 $Lifetime: 12.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is 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: 87 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed $Flags: () ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.2 ;; Width of trail nearest missile +End Width: 0.1 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.2 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconmissile01 $Anim: LoadMissile01 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Tempest ; $Name: @Tempest +Title: XSTR("GTM MX-6 Tempest Missile", 3317) +Description: XSTR( "Standard Issue High-Payload Dumbfire", 3318) $end_multi_text +Tech Title: XSTR("GTM MX-6 Tempest", 3319) +Tech Anim: Tech_GTM_MX-6_Tempest +Tech Description: XSTR( "The GTM MX-6 Tempest improves upon its predecessor, the Fury missile. Faster and more deadly than the Fury, the Tempest is also smaller, enabling flight crews to load more into each Secondary weapon bay. The Tempest is a dumbfire missile, moving in a straight line from its point of release. The missile detonates when it strikes a solid object or when it reaches its effective range of approximately 600 meters. Tempests are best used at close range. With a velocity of 360 m/s, nothing outruns a Tempest.", 3320) $end_multi_text $Model File: Tempest.pof $Mass: 0.1 $Velocity: 360.0 $Fire Wait: 0.30 $Damage: 45 ;; 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: 0.9 $Shield Factor: 0.5 $Subsystem Factor: 0.6 $Lifetime: 1.8 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 0.25 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 90 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 12.0 ;; number of missiles/sec that are rearmed $Flags: ("in tech database" "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.1 ;; Width of trail nearest missile +End Width: 0.2 ;; 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: newmiss2 ;; Bitmap used to draw trail $Icon: iconTempest $Anim: Tempest $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 3.0 ; ---------------------------------------------------------------------------------- ; Tempest Dogfight ; $Name: @Tempest D +Title: XSTR("GTM MX-6 Tempest Missile", 3321) +Description: XSTR( "Standard Issue High-Payload Dumbfire", 3322) $end_multi_text +Tech Title: XSTR("GTM MX-6 Tempest", 3323) +Tech Anim: Tech_GTM_MX-6_Tempest +Tech Description: XSTR( "The GTM MX-6 Tempest improves upon its predecessor, the Fury missile. Faster and more deadly than the Fury, the Tempest is also smaller, enabling flight crews to load more into each Secondary weapon bay. The Tempest is a dumbfire missile, moving in a straight line from its point of release. The missile detonates when it strikes a solid object or when it reaches its effective range of approximately 600 meters. Tempests are best used at close range. With a velocity of 360 m/s, nothing outruns a Tempest.", 3324) $end_multi_text $Model File: Tempest.pof $Mass: 0.1 $Velocity: 360.0 $Fire Wait: 0.35 $Damage: 42 ;; 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: 0.9 $Shield Factor: 0.5 $Subsystem Factor: 0.6 $Lifetime: 1.4 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 0.5 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 90 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 12.0 ;; number of missiles/sec that are rearmed $Flags: ("player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.1 ;; Width of trail nearest missile +End Width: 0.2 ;; 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: newmiss2 ;; Bitmap used to draw trail $Icon: iconTempest $Anim: Tempest $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 3.0 ; ---------------------------------------------------------------------------------- ; Hornet ; $Name: @Hornet +Title: XSTR("GTM-4 Hornet Swarm Missile", 3325) +Description: XSTR( "Standard Issue Swarm Type All-Purpose Missile", 3326) $end_multi_text +Tech Title: XSTR("GTM-4 Hornet", 3327) +Tech Anim: Tech_GTM-4_Hornet +Tech Description: XSTR( "The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.", 3328) $end_multi_text $Model File: NewHornet.pof $Mass: 0.1 $Velocity: 190.0 $Fire Wait: 2.0 $Damage: 25.0 ;; 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: 2.0 $Shield Factor: 1.0 $Subsystem Factor: 0.3 $Lifetime: 7.0 $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: 1.15 +Min Lock Time: 3.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; 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 $Swarm: 4 $LaunchSnd: 102 ;; 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: ( "player allowed") ;; $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: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconHornet $Anim: hornet $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Hornet Dogfight ; $Name: @Hornet D +Title: XSTR("GTM-4 Hornet Swarm Missile", 3329) +Description: XSTR( "Standard Issue Swarm Type All-Purpose Missile", 3330) $end_multi_text +Tech Title: XSTR("GTM-4 Hornet", 3331) +Tech Anim: Tech_GTM-4_Hornet +Tech Description: XSTR( "The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.", 3332) $end_multi_text $Model File: NewHornet.pof $Mass: 0.1 $Velocity: 190.0 $Fire Wait: 2.0 $Damage: 18.0 ;; 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: 2.0 $Shield Factor: 1.0 $Subsystem Factor: 0.3 $Lifetime: 7.0 $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: 1.15 +Min Lock Time: 3.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; 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 $Swarm: 4 $LaunchSnd: 102 ;; 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: ( "player allowed") ;; $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: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconHornet $Anim: hornet $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 $Name: Hornet#Weak $Model File: newhornet.pof $Mass: 0.1 $Velocity: 190.0 $Fire Wait: 2.0 $Damage: 15.0 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.2 $Subsystem Factor: 0.3 $Lifetime: 6.0 $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: 1.6 +Min Lock Time: 3.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; 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 $Swarm: 4 $LaunchSnd: 102 ;; 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: () ;; $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: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconmissile05 $Anim: LoadMissile06 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Tornado ; $Name: @Tornado +Title: XSTR("GTM-4a Tornado Missile", 3333) +Description: XSTR( "Prototype Advanced Swarm Type All-Purpose Missile ", 3334) $end_multi_text +Tech Title: XSTR("GTM-4a Tornado", 3335) +Tech Anim: Tech_Tornado +Tech Description: XSTR( "The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.", 3336) $end_multi_text $Model File: bombardier.pof $Mass: 0.1 $Velocity: 230.0 $Fire Wait: 2.5 $Damage: 25.0 ;; 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: 2.0 $Shield Factor: 1.0 $Subsystem Factor: 0.3 $Lifetime: 7.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.25 ;; 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: 1.25 +Min Lock Time: 2.25 ;; 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: 102 ;; 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" "player allowed" "lockarm") ;; $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: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss5 ;; Bitmap used to draw trail $Icon: iconBombardier $Anim: tornado $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Tornado Dogfight ; $Name: @Tornado D +Title: XSTR("GTM-4a Tornado Missile D", 3337) +Description: XSTR( "Prototype Advanced Swarm Type All-Purpose Missile ", 3338) $end_multi_text +Tech Title: XSTR("GTM-4a Tornado D", 3339) +Tech Anim: Tech_Tornado +Tech Description: XSTR( "The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.", 3340) $end_multi_text $Model File: bombardier.pof $Mass: 0.1 $Velocity: 230.0 $Fire Wait: 3.0 $Damage: 20.0 ;; 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: 1.2 $Shield Factor: 0.85 $Subsystem Factor: 0.3 $Lifetime: 7.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.25 ;; 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: 1.35 +Min Lock Time: 3.5 ;; 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: 102 ;; 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" "player allowed" "lockarm") ;; $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: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss5 ;; Bitmap used to draw trail $Icon: iconBombardier $Anim: tornado $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Harpoon ; $Name: Harpoon +Title: XSTR("GTM-19 Harpoon", 3341) +Description: XSTR( "Standard Issue Fast Target Lock", 3342) $end_multi_text +Tech Title: XSTR("GTM-19 Harpoon", 3343) +Tech Anim: Tech_Harpoon +Tech Description: XSTR( "The GTM-19 Harpoon is the most sophisticated weapon in the GTVA arsenal. Not only is it the fastest aspect-seeking missile used by the fleet, but advanced fuzzy-logic circuitry enables it to gain lock faster than any other missile in its class. The missile's warhead is wrapped in a shell of ultra-dense depleted uranium, ensuring maximum penetration into the hull of its target before the warhead detonates.", 3344) $end_multi_text $Model File: crossbow.pof $Mass: 15.0 $Velocity: 250.0 $Fire Wait: 2.0 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.5 ;; 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: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; 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: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed") $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: 0.7 +Bitmap: newmiss1 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 7.0 ; ---------------------------------------------------------------------------------- ; Harpoon Dogfight ; $Name: Harpoon D +Title: XSTR("GTM-19 Harpoon D", 3345) +Description: XSTR( "Standard Issue Fast Target Lock", 3346) $end_multi_text +Tech Title: XSTR("GTM-19 Harpoon", 3347) +Tech Anim: Tech_Harpoon +Tech Description: XSTR( "The GTM-19 Harpoon is the most sophisticated weapon in the GTVA arsenal. Not only is it the fastest aspect-seeking missile used by the fleet, but advanced fuzzy-logic circuitry enables it to gain lock faster than any other missile in its class. The missile's warhead is wrapped in a shell of ultra-dense depleted uranium, ensuring maximum penetration into the hull of its target before the warhead detonates.", 3348) $end_multi_text $Model File: crossbow.pof $Mass: 15.0 $Velocity: 180.0 $Fire Wait: 3.5 $Damage: 70 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.5 ;; 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: 1.0 +Min Lock Time: 2.8 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; 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: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed") $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: 0.7 +Bitmap: newmiss1 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 7.0 $Name: Harpoon#Weak $Model File: crossbow.pof $Mass: 15.0 $Velocity: 250.0 $Fire Wait: 3.0 $Damage: 60 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.66 ;; 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: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; 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: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: () $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: 0.7 ;; how many seconds before trail disappears +Bitmap: newmiss1 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 7.0 ; ---------------------------------------------------------------------------------- ; Trebuchet ; $Name: @Trebuchet +Title: XSTR("GTM-55 Trebuchet", 3349) +Description: XSTR( "Prototype Long-Range Anti-Bomber High Payload", 3350) $end_multi_text +Tech Title: XSTR("GTM-55 Trebuchet", 3351) +Tech Anim: Tech_GTM-55_Trebuchet +Tech Description: XSTR( "The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.", 3352) $end_multi_text $Model File: trebuchet.pof $Mass: 20.0 $Velocity: 280.0 $Fire Wait: 6.0 $Damage: 350 ;; damage applied when within inner radius $Blast Force: 160.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 0.9 $Shield Factor: 0.5 $Subsystem Factor: 2.4 $Lifetime: 18.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 8.0 ;; 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: 3.0 +Min Lock Time: 3.5 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 120 ;; Pixels moved per sec while catching up +Catch-up Penalty: 15 ;; Extra pixels to move after catching up $LaunchSnd: 92 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 0.33 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed" "Bomber+" "huge") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.7 ;; 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: newmiss1 ;; Bitmap used to draw trail $Icon: iconTrebuchet $Anim: trebuchet $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ; TAG missile ; $Name: @TAG-A +Title: XSTR("GTI TAG-A Missile", 3353) +Description: XSTR( "Special Issue Electronic Warfare", 3354) $end_multi_text +Tech Title: XSTR("GTI TAG-A Missile", 3355) +Tech Anim: Tech_GTI_TAG_Missile_A +Tech Description: XSTR( "The TAG-A missile was conceived during the GTVI's top-secret stealth technology research projects. The missile was manufactured and swiftly pressed into service as a means of counteracting the sensor-disrupting effects of the recently discovered Knossos nebula. Upon impact with a hard surface, the TAG missile adheres and activates a small, short-lived electronic beacon. This beacon is powered by a small fuel cell with a usable lifetime of several seconds. During this time, it broadcasts location and targeting information to all friendly ships within range.", 3356) $end_multi_text $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: NO ;; +Type: HEAT ;; Legal: HEAT, ASPECT ;; +Turn Time: 1.0 ;; +View Cone: 40.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. ;; +Type: ASPECT ;; Legal: HEAT, ASPECT ;; +Turn Time: 1.3 ;; +Min Lock Time: 2.5 ;; Minimum lock time (in seconds) ;; +Lock Pixels/Sec: 60 ;; 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: 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: ( "player allowed") $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 ; ---------------------------------------------------------------------------------- ; TAG missile B ; $Name: @TAG-B +Title: XSTR("GTI TAG-B Missile", 3357) +Description: XSTR( "Special Issue Electronic Warfare", 3358) $end_multi_text +Tech Title: XSTR("GTI TAG-B Missile", 3359) +Tech Anim: Tech_GTI_TAG_Missile_B +Tech Description: XSTR( "The TAG-B is an enhanced version of the standard TAG-A missile, also developed by GTVI laboratories. With a more shock-resistant substructure around its electronics package, the TAG-B is packed with ultra-sophisticated equipment to provide more useful targeting information to friendly forces. Massive retrofitting of GTVA ship turrets is underway to fully utilize this improved targeting technology.", 3360) $end_multi_text $Model File: tagb.pof $Mass: 20.0 $Velocity: 325.0 $Fire Wait: 8.0 $Damage: 10 ;; 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: 2.0 ;; 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: 1.4 +Min Lock Time: 3 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; 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: 92 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 0.5 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed") $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: iconTagB $Anim: tagB $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 9.0 $Tag: 2 18.0 ; ---------------------------------------------------------------------------------- ; TAG missile C ; $Name: @TAG-C +Title: XSTR("GTI TAG-C Missile", 3361) +Description: XSTR( "Special Issue Electronic Warfare", 3362) $end_multi_text +Tech Title: XSTR("GTI TAG-C Missile", 3363) +Tech Anim: Tech_GTI_TAG_Missile_C +Tech Description: XSTR( "The TAG-C is the third and final generation of TAG missiles developed by the GTI labs. This model provides greater reliability and compatibility with existing GTA turret hardware. Although these missiles are extremely scarce, tagging a target with one results in a devastating barrage from local friendly artillery. TAG-Cs have thus far been restricted to elite squadron use only.", 3364) $end_multi_text $Model File: tagc.pof $Mass: 20.0 $Velocity: 205.0 $Fire Wait: 8.0 $Damage: 10 ;; 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: 13.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; 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: 1.75 +Min Lock Time: 2.5 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; 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: 92 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 0.33 ;; number of missiles/sec that are rearmed $Flags: ( ) $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: iconTagC $Anim: tagC $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 9.0 $Tag: 3 10.0 ; ---------------------------------------------------------------------------------- ; Piranha ; $Name: Piranha +Title: XSTR("GTM-10 Piranha", 3365) +Description: XSTR( "Standard Issue Area Effect Fighter Suppresion Weapon", 3366) $end_multi_text +Tech Title: XSTR("GTM-10 Piranha", 3367) +Tech Anim: Tech_Piranha +Tech Description: XSTR( "A third-generation version of the old Synaptic and Havoc missiles, the GTM-10 Piranha provides bombers with a high-explosive anti-fighter screen. The Piranha is detonated remotely by pressing the Secondary weapon trigger a second time. This releases over a dozen small, heat-seeking missiles that attack any enemy vessel within range. This function makes the missile effective against incoming wings of fighters in close formation. The Piranha is now the standard issue defensive weapon for bombers attacking targets protected by close fighter cover.", 3368) $end_multi_text $Model File: piranha.pof $Mass: 20.0 $Velocity: 90.0 $Fire Wait: 5.0 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 1500.0 $Inner Radius: 75.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 150.0 ;; max radius for attenuated damage $Shockwave Speed: 80.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.75 $Subsystem Factor: 1.0 $Lifetime: 4.0 $Energy Consumed: 0.0 $Cargo Size: 12.0 $Homing: NO $LaunchSnd: 93 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.1 $Flags: ( "player allowed" "Spawn Cluster Baby,15" ;; Create 15 "Cluster Baby" children on detonation "Remote Detonate" ) ;; Remote Detonate = another fire press detonates $Trail: ;; Trail cannot be set if Exhaust is set ;; The following indented fields are only required when $Trail is YES +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: iconPiranha $Anim: Piranha $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 20.0 ; ---------------------------------------------------------------------------------- ; Stiletto II ; $Name: @Stiletto II +Title: XSTR("GTM-43a Stiletto II", 3369) +Description: XSTR( "Tactical Missile Destroys Subsystems", 3370) $end_multi_text +Tech Title: XSTR("GTM-43a Stiletto II", 3371) +Tech Anim: Tech_GTM-43a-Stiletto_II +Tech Description: XSTR( "The GTM-43a Stiletto II improves upon the original Stiletto's design with higher acceleration and maximum velocity, better guidance system, and greater range. The Stiletto II, like its predecessor, is designed to incapacitate the subsystems of capital ships, homing in on the EM signature of the currently targeted subsystem.", 3372) $end_multi_text $Model File: stilettoII.pof $Mass: 10.0 $Velocity: 220.0 $Fire Wait: 2.0 $Damage: 775 ;; damage applied when within inner radius $Blast Force: 40.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 0.01 $Shield Factor: 0.0 $Subsystem Factor: 1.0 $Lifetime: 25.0 $Energy Consumed: 0.0 $Cargo Size: 8.0 $Homing: YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +View Cone: 80.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. $LaunchSnd: 95 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 1.2 $Flags: ( "Huge" "Puncture" "player allowed" ;; Puncture = punches through armor to subsystem. "Bomb" ) ;; Bomb = can be targeted $Icon: iconStilettoII $Anim: still $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 8.0 ; ---------------------------------------------------------------------------------- ; Infyrno ; $Name: Infyrno +Title: XSTR("GTM-11 Infyrno", 3373) +Description: XSTR( "Standard Issue Area Effect Fighter Suppression Weapon", 3374) $end_multi_text +Tech Title: XSTR("GTM-11 Infyrno", 3375) +Tech Anim: Tech_GTM-11_Infyrno +Tech Description: XSTR( "The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius.", 3376) $end_multi_text $Model File: infyrno.pof $Mass: 20.0 $Velocity: 120.0 $Fire Wait: 5.0 $Damage: 150 ;; damage applied when within inner radius $Blast Force: 500.0 $Inner Radius: 30.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 100.0 ;; max radius for attenuated damage ;;$Shockwave Speed: 55.0 ;; velocity of shockwave. 0 for none. $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.75 $Subsystem Factor: 1.0 $Lifetime: 7.0 $Energy Consumed: 0.0 $Cargo Size: 10.0 $Homing: NO ; ;; the following indented fields are only required when $Homing is YES ; +Type: HEAT ;; Legal: HEAT, ASPECT ; +Turn Time: 1.0 ; +View Cone: 180.0 $LaunchSnd: 93 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.1 $Flags: ( "player allowed" "Spawn Cluster Bomb Baby, 14" ;; Create 15 "Cluster Baby" 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 ; ---------------------------------------------------------------------------------- ; Infyrno Dog ; $Name: Infyrno D +Title: XSTR("GTM-11 Infyrno D", 3377) +Description: XSTR( "Standard Issue Area Effect Fighter Suppression Weapon", 3378) $end_multi_text +Tech Title: XSTR("GTM-11 Infyrno", 3379) +Tech Anim: Tech_GTM-11_Infyrno +Tech Description: XSTR( "The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius.", 3380) $end_multi_text $Model File: infyrno.pof $Mass: 20.0 $Velocity: 165.0 $Fire Wait: 5.0 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 400.0 $Inner Radius: 30.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 100.0 ;; max radius for attenuated damage ;;$Shockwave Speed: 55.0 ;; velocity of shockwave. 0 for none. $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.75 $Subsystem Factor: 1.0 $Lifetime: 7.0 $Energy Consumed: 0.0 $Cargo Size: 10.0 $Homing: NO ; ;; the following indented fields are only required when $Homing is YES ; +Type: HEAT ;; Legal: HEAT, ASPECT ; +Turn Time: 1.0 ; +View Cone: 180.0 $LaunchSnd: 93 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.1 $Flags: ( "player allowed" "Spawn Cluster Bomb Baby, 5" ;; Create 15 "Cluster Baby" 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 ; ---------------------------------------------------------------------------------- ; Cyclops ; $Name: Cyclops +Title: XSTR("GTM-12 Cyclops", 3381) +Description: XSTR( "Special Issue Anti-Cruiser Bomb Non-Conventional Warhead ", 3382) $end_multi_text +Tech Title: XSTR("GTM-12 Cyclops", 3383) +Tech Anim: Tech_Cyclops +Tech Description: XSTR( "The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.", 3384) $end_multi_text $Model File: belial.pof $Mass: 25.0 $Velocity: 95.0 $Fire Wait: 20.0 ;; note, damage toned down until ai and turrets start shooting at bombs. $Damage: 2000 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 0.5 ;; reduced from 1.0 to 0.5 by MikeK on 8/28/99. Player shooting one down would often blow out player's subsystems. $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 5.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 35 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up +Catch-up Penalty: 12 ;; Extra pixels to move after catching up $LaunchSnd: 96 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 1.75 ;; 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: iconbelial $Anim: belial $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ; Cyclops ; $Name: Cyclops#short +Title: XSTR("GTM-12 Cyclops", 3385) +Description: XSTR( "Special Issue Anti-Cruiser Bomb Non-Conventional Warhead ", 3386) $end_multi_text +Tech Title: XSTR("GTM-12 Cyclops", 3387) +Tech Anim: Tech_Cyclops +Tech Description: XSTR( "The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.", 3388) $end_multi_text $Model File: belial.pof $Mass: 25.0 $Velocity: 75.0 $Fire Wait: 20.0 ;; note, damage toned down until ai and turrets start shooting at bombs. $Damage: 2000 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 1.0 $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 5.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 35 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up +Catch-up Penalty: 12 ;; Extra pixels to move after catching up $LaunchSnd: 96 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 1.75 ;; 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: iconbelial $Anim: belial $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ;; James's Weak Rebel Bomb ;; ;; It's da bomb, It's just like weak Tsunami, only rebel. $Name: Rebel Bomb +Title: XSTR("GRM-1", 3389) +Description: XSTR( "Conventional Warhead ", 3390) $end_multi_text +Tech Description: XSTR( "Standard issue bomb used by Rebel forces. Thought to be ineffective against large targets.", 3391) $end_multi_text $Model File: Tsunami.pof $Mass: 25.0 $Velocity: 95.0 $Fire Wait: 20.0 $Damage: 400 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 2.0 $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 5.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 35 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up +Catch-up Penalty: 12 ;; Extra pixels to move after catching up $LaunchSnd: 96 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ( "Bomb" "Huge" "No Dumbfire" ) $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 1.75 ;; 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: iconmissile04 $Anim: LoadMissile09 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ; Helios ; $Name: Helios +Title: XSTR("GTM-13 Helios", 3392) +Description: XSTR( "Special Issue Anti-Capital Ship Weapon Anti-Matter Torpedo", 3393) $end_multi_text +Tech Title: XSTR("GTM-13 Helios", 3394) +Tech Anim: Tech_Helios +Tech Description: XSTR( "The GTM-13 Helios is the product of an entire generation of high-energy physics research, based primarily at the GTVA particle accelerator complex near Antares. The most powerful warhead in the fleet's arsenal, the Helios generates a massive shockwave from the cataclysmic annihilation of matter and anti-matter, triggered upon impact with its target. Each bank of Helios warheads can fire only once every 30 seconds. The Helios is prohibitively expensive to produce, thus its deployment is severely restricted.", 3395) $end_multi_text $Model File: helios.pof $Mass: 35.0 $Velocity: 65.0 $Fire Wait: 30.0 $Damage: 6800 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 270.0 ;; max radius for attenuated damage $Shockwave Speed: 75 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 0.85 $Lifetime: 30.0 $Energy Consumed: 0.0 $Cargo Size: 25.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.5 +Min Lock Time: 7.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 25 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 0 ;; Pixels moved per sec while catching up +Catch-up Penalty: 15 ;; Extra pixels to move after catching up $LaunchSnd: 97 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.02 $Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 2.0 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 2.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconHelios $Anim: Helios $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ; EMP Adv. ; $Name: EMP Adv. +Title: XSTR("GTM-14 EMP Adv.", 3396) +Description: XSTR( "Advanced Missile Electromagnetic Pulse Weapon General Purpose Suppression", 3397) $end_multi_text +Tech Title: XSTR("GTM-14 EM Pulse Adv.", 3398) +Tech Anim: Tech_EMP +Tech Description: XSTR( "The GTM-14 Electromagnetic Pulse Advanced warhead interferes with the electronics systems of vessels caught within its blast radius. This renders the affected ships unable to track targets, manage communications, or gain aspect missile lock. Tactically, the GTM-14 is a very effective anti-bomber weapon, as it also temporarily shuts down the guidance and propulsion systems of warheads in flight. This advanced version of the standard EM Pulse missile disrupts subsystems at a deeper circuitry level, resulting in a longer-lasting effect.", 3399) $end_multi_text $Model File: EMPulse2.pof $Mass: 15.0 $Velocity: 275.0 $Fire Wait: 2.0 $Damage: 45 ;; damage applied when within inner radius $Blast Force: 20.0 $Inner Radius: 80.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 300.0 ;; max radius for attenuated damage $Shockwave Speed: 120.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; 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: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; 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: 118 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed" "EMP") ;; Bomb = can be targeted $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: iconEMPulse $Anim: ecm $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 $EMP Intensity: 375.0 $EMP Time: 20.0 ; --------------------------------------------------------------------- ;; turret swarm missile $Name: MX-52 +Title: XSTR("GTM MX-52", 3400) +Description: XSTR( "Standard Issue Fire and Forget", 3401) $end_multi_text +Tech Description: XSTR( "GTM MX-52 Suitable for all space battles - defensive and offensive - medium payload (16.5 Kt) - infrared tracking and semi-intelligent targeting - pilot chooses desired target, and the MX-50 tracks the chosen target based off the emission of heat from the - engine, the weapon bays, and the cockpit of the target ship - the MX-50 will always attack a target that is determined to be hostile by the onboard computer of any GTA combat vessel, thus ensuring a higher kill rate, should the pilot find himself in a heated battle situation where precise aiming might be difficult. Early experiments with energy based defenses like the deflector array at Ross 128 have shown that this weapon is exceedingly weak against anything besides steel based targets.", 3402) $end_multi_text $Model File: MX-50.pof $Mass: 5.0 $Velocity: 150.0 $Fire Wait: 30.0 $Damage: 25 ;; damage applied when within inner radius $Blast Force: 200.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.4 $Subsystem Factor: 1.0 $Lifetime: 7.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 0.7 +View Cone: 70.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. $Swarm: 8 $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed $Flags: ( "Big Ship" ) ;; $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: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile01 $Anim: LoadMissile01 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ;; Unknown bomb? ;; Would be nice to know who uses this and what it is for. ;; It's a shivan bomb. It's just like Tsunami, only Shivan. $Name: Unknown Bomb $Model File: Tsunami.pof $Mass: 25.0 $Velocity: 60.0 $Fire Wait: 20.0 ;; note, damage toned down until ai and turrets start shooting at bombs. $Damage: 1500 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 5.0 ;; 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: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.3 $Subsystem Factor: 2.0 $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 6.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 25 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 50 ;; Pixels moved per sec while catching up +Catch-up Penalty: 15 ;; Extra pixels to move after catching up $LaunchSnd: 96 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ("Bomb" "Huge" "No Dumbfire") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 1.75 ;; 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: iconmissile11 $Anim: LoadMissile09 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ;; Another Unknown Bomb? ;; Would be nice to know who uses this and what it is for. ;; Shivan, just like harbinger, only it's shivan $Name: Unknown Megabomb $Model File: Harbinger.pof $Mass: 35.0 $Velocity: 50.0 $Fire Wait: 30.0 $Damage: 3200 ;; damage applied when within inner radius $Blast Force: 2000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 450.0 ;; max radius for attenuated damage $Shockwave Speed: 75 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.2 $Subsystem Factor: 1.0 $Lifetime: 30.0 $Energy Consumed: 0.0 $Cargo Size: 40.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.5 +Min Lock Time: 12.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 25 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 50 ;; Pixels moved per sec while catching up +Catch-up Penalty: 15 ;; Extra pixels to move after catching up $LaunchSnd: 97 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.02 $Flags: ("Bomb" "Huge" "No Dumbfire") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 2.0 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 2.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile10 $Anim: LoadMissile10 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Big ship weapons ; ---------------------------------------------------------------------------------- ; ---------------------------------------------------------------------------------- $Name: @Fusion Mortar $Model File: harbinger.pof $Mass: 0.1 $Velocity: 100.0 $Fire Wait: 1.0 $Damage: 80 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 20.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 102 ;; 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: ("Big Ship" "Huge") ;; $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: MissileTrail01 ;; Bitmap used to draw trail $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: none ;; Vasudan $Name: Vasudan Flux Cannon $Model File: Tsunami.pof $Mass: 10.0 $Velocity: 80.0 $Fire Wait: 5.0 $Damage: 500 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.1 $Subsystem Factor: 1.0 $Lifetime: 15.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 5.0 ;; number of missiles/sec that are rearmed $Flags: ("Big Ship" "Huge") ;; $Trail: ;; Trail cannot be set if Exhaust is set ;; The following indented fields are only required when $Trail is YES +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.15 ;; 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: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: none ;; Other big ship weapons $Name: Shivan Cluster $Model File: Synaptic.pof $Mass: 20.0 $Velocity: 90.0 $Fire Wait: 20.0 $Damage: 60 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 50.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 100.0 ;; max radius for attenuated damage $Shockwave Speed: 80.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.75 $Subsystem Factor: 1.0 $Lifetime: 5.0 $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: NO $LaunchSnd: 93 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.1 $Flags: ("Big Ship" "Spawn Cluster Baby Weak,8" ;; Create 15 "Cluster Baby" children on detonation "Bomb" ;; Bomb = can be targeted "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: iconmissile03 $Anim: LoadMissile07 $Impact Explosion: none $Name: FighterKiller $Model File: Interceptor.pof $Mass: 15.0 $Velocity: 190.0 $Fire Wait: 8.0 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; 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: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; 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: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ("Big Ship") $Icon: iconmissile06 $Anim: LoadMissile04 $Impact Explosion: none $Name: Swarmer $Model File: Hornet.pof $Mass: 15.0 $Velocity: 250.0 $Fire Wait: 15.0 $Damage: 60 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; 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: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; 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: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ("Big Ship") $Icon: iconHornet $Anim: LoadMissile04 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; No ship weapons (these weapons can't be placed on any ships. They are by-products) ; ---------------------------------------------------------------------------------- $Name: Cluster Baby $Model File: hornet.pof $Mass: 1.2 $Velocity: 175.0 $Fire Wait: 0.5 $Damage: 60 ;; damage applied when within inner radius $Blast Force: 5.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.5 $Lifetime: 6.0 $Energy Consumed: 0.0 $Cargo Size: 2.0 $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 1.5 +View Cone: 180.0 $LaunchSnd: 94 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 1.0 $Flags: ("child") $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: 1.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 $Name: Cluster Baby Weak $Model File: mx-50.pof $Mass: 1.2 $Velocity: 175.0 $Fire Wait: 0.5 $Damage: 30 ;; damage applied when within inner radius $Blast Force: 5.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.5 $Lifetime: 8.0 $Energy Consumed: 0.0 $Cargo Size: 2.0 $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +View Cone: 180.0 $LaunchSnd: 94 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 1.0 $Flags: ("child") $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: 1.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 $Name: Cluster Bomb Baby $Model File: hornet.pof $Mass: 1.2 $Velocity: 250.0 $Fire Wait: 0.5 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 5.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 60.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. ;;$Shockwave Speed: 35 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.5 $Lifetime: 0.3 $Energy Consumed: 0.0 $Cargo Size: 2.0 $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +View Cone: 45.0 $LaunchSnd: 94 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 1.0 $Flags: ("child") $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 25.0 #End #Beam Weapons #End ; ********** Countermeasure Section ********** #Countermeasures ; MK, 5/22/97, Type One countermeasure, first pass. ; So far, no rendering information, just uses explosion bitmap. ; Chaff (or whatever) pieces are projected backward in a hemisphere. ; JAS, 1/29/98, added a model name for how it renders. $Name: Type One $Velocity: 30.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97 $Fire Wait: 0.5 $Lifetime Min: 1.0 ;; Minimum lifetime $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max). $LaunchSnd: 99 ;; countermeasure 1 fired $Model: cmeasure01.pof ;; What pof file this uses #End ; $Player Weapon Precedence is used in weapon selection when a default specified by the mission ; designer is not available to the player. The next weapon on the list is used in its place ; (assuming that weapon is allowed for the player). ; ; ordering: most powerful energy weapon -> least powerful energy weapon ; most powerful missile -> least powerful missle ; $Player Weapon Precedence: ( "UD-8 Kayser" "Prometheus R" "Subach HL-7" "Morning Star" "Akheton SDG" "Training" "Helios" "Cyclops" "Piranha" "Stiletto II" "Trebuchet" "Hornet" "Harpoon" "Tempest" "Rockeye" )