#Beam Weapons

$Name: PurpleBeam
$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: 0		;; 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: 8000		;; 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: 2.3		;; how long it lasts once the beam is actually firing
	+Warmup: 700		;; warmup time in ms
	+Warmdown: 700		;; warmdown time in ms
	+Radius: 120.0		;; muzzle glow radius in meters
	+PCount: 30		;; particles spewed every interval
	+PRadius: 2.9		;; particle radius
	+PAngle: 90.0		;; 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: 165		;; the looping beam-firing sound
	+WarmupSound: -1		;; associated warmup sound
	+WarmdownSound: -1		;; 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: 120.0		;; width of the section
	+Texture: beampurple		;; 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: 2.5		;; hehe
	+Tile Factor: 40 1
	+Translation: -0.2 

$Name:                          Beamblu
$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:                      2600.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     20.0             ;; in seconds
$Damage:                        9001				;; 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:                    1.0             ;; 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:					8000			;; 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:						0				;; 0 - 4 are valid #'s
	+Life:			  			5.0				;; how long it lasts once the beam is actually firing
	+Warmup:		  			5000			;; warmup time in ms
	+Warmdown:					3500			;; 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:					148				;; the looping beam-firing sound
	+WarmupSound:				155				;; associated warmup sound
	+WarmdownSound:				160				;; 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:					80.0				;; 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:					160.0				;; 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:					200.0				;; 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		

#End
