#Primary Weapons


$Name:							LRBBlue

$Model File:					none 				; laser1-1.pof
@Laser Bitmap:					laserglow01
@Laser Color:					88, 176, 249
@Laser Length:					0.0
@Laser Head Radius:				0.3
@Laser Tail Radius:				0.3
$Mass:                          100.0
$Velocity:                      2900.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     40.0				;; in seconds
$Damage:                        2000				;; 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:                      35.0				;; How long this thing lives
$Energy Consumed:               0.40				;; 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:					10000				;; 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:       180.0
$BeamInfo:
	+Type:					0					;; 0 - 4 are valid #'s
	+Life:		  			3.0					;; how long it lasts once the beam is actually firing
	+Warmup:		  			4100				;; warmup time in ms
	+Warmdown:					5150				;; warmdown time in ms
	+Radius:		  			199.0				;; muzzle glow radius in meters
	+PCount:					50					;; 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:				0.2 0.3 0.4 1.0 1.6				;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					148					;; the looping beam-firing sound
	+WarmupSound:				162					;; associated warmup sound
	+WarmdownSound:				163					;; associated warmdown sound
	+Muzzleglow:				BeamBlue1    ;;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:					70					;; width of the section
		+Texture:				Beam-BlueA			;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 200		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5					;; how much it flickers (0.0 to 1.0)
		+Zadd:					4.0					;; hehe
	$Section:										;; one section of the beam
		+Width:					90					;; width of the section
		+Texture:				beam-white3			;; texture for this section
		+RGBA Inner:			0 0 0 220		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 180			;; 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:					160.0				;; width of the section
		+Texture:				beam-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 180		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 0		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.4					;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0					;; hehe
	
$Name:							LRDBBlue

$Model File:					none 				; laser1-1.pof
@Laser Bitmap:					laserglow01
@Laser Color:					88, 176, 249
@Laser Length:					0.0
@Laser Head Radius:				0.3
@Laser Tail Radius:				0.3
$Mass:                          100.0
$Velocity:                      2900.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     30.0				;; in seconds
$Damage:                        2000				;; 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:                      35.0				;; How long this thing lives
$Energy Consumed:               0.40				;; 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:			10000				;; 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:       180.0
$BeamInfo:
	+Type:					0					;; 0 - 4 are valid #'s
	+Life:		  			4.0					;; how long it lasts once the beam is actually firing
	+Warmup:		  			4100				;; warmup time in ms
	+Warmdown:					5150				;; warmdown time in ms
	+Radius:		  			199.0				;; muzzle glow radius in meters
	+PCount:					50					;; 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:				0.2 0.3 0.4 1.0 1.6				;; 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:				BeamBlue1    ;;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:					130					;; width of the section
		+Texture:				Beam-BlueA			;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 200		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5					;; how much it flickers (0.0 to 1.0)
		+Zadd:					4.0					;; hehe
	$Section:										;; one section of the beam
		+Width:					150					;; width of the section
		+Texture:				beam-white3			;; texture for this section
		+RGBA Inner:			0 0 0 220		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 180			;; 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:					240.0				;; width of the section
		+Texture:				beam-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 180		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 0		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.4					;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0					;; hehe



$Name:							LRBSBlue

$Model File:					none 				; laser1-1.pof
@Laser Bitmap:					laserglow01
@Laser Color:					88, 176, 249
@Laser Length:					0.0
@Laser Head Radius:				0.3
@Laser Tail Radius:				0.3
$Mass:                          100.0
$Velocity:                      2900.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     40.0				;; in seconds
$Damage:                        2000				;; 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:                      35.0				;; How long this thing lives
$Energy Consumed:               0.40				;; 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:			20000				;; 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:       180.0
$BeamInfo:
	+Type:					0					;; 0 - 4 are valid #'s
	+Life:		  			3.0					;; how long it lasts once the beam is actually firing
	+Warmup:		  			14960				;; warmup time in ms
	+Warmdown:					5150				;; warmdown time in ms
	+Radius:		  			199.0				;; muzzle glow radius in meters
	+PCount:					50					;; 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:				0.2 0.3 0.4 1.0 1.6				;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					194					;; the looping beam-firing sound
	+WarmupSound:				193					;; associated warmup sound
	+WarmdownSound:				195					;; associated warmdown sound
	+Muzzleglow:				BeamBlue1    ;;muzzle glow bitmap
	+Shots:					0					;; only used for TYPE 3 beams
	+ShrinkFactor:				0.8			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					0.8			;; what percentage of max width we subtract per second
	$Section:										;; one section of the beam (you can have up to 5)
		+Width:					70					;; width of the section
		+Texture:				Beam-BlueA			;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 200		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5					;; how much it flickers (0.0 to 1.0)
		+Zadd:					4.0					;; hehe
	$Section:										;; one section of the beam
		+Width:					90					;; width of the section
		+Texture:				beam-white3			;; texture for this section
		+RGBA Inner:			0 0 0 220		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 180			;; 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:					160.0				;; width of the section
		+Texture:				beam-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 180		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 0		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.4					;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0					;; hehe

#End