#Primary Weapons ; ---------------------------------------------------------------------------------- ; Nova ; ---------------------------------------------------------------------------------- $Name: Nova +Title: XSTR("Nova Laser", -1) +Description: XSTR( "Laser Weapon Low Shield Damage", -1) $end_multi_text +Tech Title: XSTR("Nova Laser", -1) +Tech Anim: Tech_Subach_HL-7 +Tech Description: XSTR(".", -1) $end_multi_text $Model File: none @Laser Bitmap: beam-red @Laser Glow: beam-red @Laser Color: 69, 42, 172 @Laser Color2: 69, 42, 172 @Laser Length: 15.0 @Laser Head Radius: 5.5 @Laser Tail Radius: 5.0 $Mass: 4.08 $Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.25 ;; in seconds $Damage: 10 $Damage Type: Piercing $Armor Factor: 1.0 $Shield Factor: 0.1 $Subsystem Factor: 1.0 $Lifetime: 2.0 $Energy Consumed: 10.0 ;; 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: ( "beam" "player allowed" "no Pierce shields") $Icon: iconPromS $Anim: Newton $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 1.0 $BeamInfo: +Type: 2 ;; 0 - 4 are valid #'s +Life: 0.1 ;; how long it lasts once the beam is actually firing +Warmup: 000 ;; warmup time in ms +Warmdown: 000 ;; warmdown time in ms +Radius: 1.0 ;; muzzle glow radius in meters +PCount: 82 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 95.0 ;; 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) +BeamSound: 0 ;; the looping beam-firing sound +WarmupSound: 0 ;; associated warmup sound +WarmdownSound: 0 ;; associated warmdown sound +Muzzleglow: beamglow5 ;; muzzle glow bitmap +Shots: 6 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second +Range: 900 ; Maximum range of a beam $Section: ;; one section of the beam (you can have up to 5) +Width: 0.2 ;; 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: 0.4 ;; 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: 0.8 ;; 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 #End