#Primary Weapons

$Name:                          ULTRA Anti-Fighter Beam#Fighter
$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:                         ("player allowed" "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



$Name:                          AAAf#Fighter
$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:                         ("player allowed" "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
		
		
		
$Name:                          XFB-23 Havoc
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					255, 204, 102
@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:                     8.5             ;; 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:               20.0          ;; 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:                         ("player allowed" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
	+Type:						0				;; 0 - 4 are valid #'s
	+Life:			  			6.0				;; how long it lasts once the beam is actually firing
	+Warmup:		  			2200			;; warmup time in ms
	+Warmdown:					1200			;; warmdown time in ms
	+Radius:		  			16.0			;; 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
	+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
		
	

#End
