#Primary Weapons

$Name:                          YX-1 Beam
+Title:                             XSTR("Unknown beam weapon", -1)
+Description:
XSTR(
"Estimated effective range: 2000 meters
Unknown Hull Damage
Unknown Shield Damage", -1)
$end_multi_text
+Tech Title:				   XSTR("Unknown beam weapon", -1)
+Tech Anim:					   none
+Tech Description:
XSTR("Unknown beam weapon of alien design", -1)
$end_multi_text
$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:                     5.0            ;; 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.
$Damage Type:                   Energy
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      2.5            ;; How long this thing lives
$Energy Consumed:               30.00            ;; 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:					2000			;; Limit to range at which weapon will actively target object
$Flags:                         ( "beam" "player allowed")
$Icon:                          icon_banshee
$Anim:                          none
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       35.0
$BeamInfo:
	+Type:						0				;; 0 - 4 are valid #'s
	+Life:			  			3.8				;; how long it lasts once the beam is actually firing
	+Warmup:		  			2500			;; warmup time in ms
	+Warmdown:					1000			;; warmdown time in ms
	+Radius:		  			6.0			;; muzzle glow radius in meters
	+PCount:					15				;; particles spewed every interval
	+PRadius:					1.5				;; 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:				0.2				;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					3.0				;; what percentage of max width we subtract per second
	+Range:					2300
	+Attenuation:				0.9
	$Section:									;; one section of the beam (you can have up to 5)
		+Width:					3.0				;; width of the section
		+Texture:				beam-silver		;; 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:					5.0			;; 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:					10.0			;; 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

;-----------------------------------------------------------------------------------

$Name:                                  YX-2 Pulse 
+Title:                                 XSTR("Unknown pulse weapon", -1)
+Description:
XSTR(
"Estimated effective range: 1500 meters
Unknown Hull Damage
Unknown Shield Damage", -1)
$end_multi_text
+Tech Title:				   XSTR("Unknown pulse weapon", -1)
+Tech Anim:					   none
+Tech Description:
XSTR("Unknown pulse weapon of alien design", -1)
$end_multi_text
$Model File:									none
@Laser Bitmap:									newglo3
@Laser Glow:								   2_laserglow03
@Laser Color:								   40, 15, 110
@Laser Color2:								   60, 25, 140
@Laser Length:									30.0
@Laser Head Radius:							3.75
@Laser Tail Radius:							1.55
$Mass:                                 0.5
$Velocity:                             900.0												;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.70												;; in seconds
$Damage:                               150
$Damage Type:          				   Energy
$Armor Factor:							1.2
$Shield Factor:							0.9
$Subsystem Factor:						0.35
$Lifetime:                              1.7
$Energy Consumed:						0.4												;; Energy used when fired
$Cargo Size:							0.0												;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            97                                    ;; The sound it makes when fired
$ImpactSnd:                            87                                     ;; The sound it makes when it hits something
$Flags:                                ( "player allowed")
$Icon:                          icon_mL16
$Impact Explosion:			Vepar_Impact
$Impact Explosion Radius: 5.5

$Name:                                  PromAA
$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:                     6.0             ;; in seconds
$Damage:                        100				;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Damage Type:           		Energy
$Armor Factor:                  1.0
$Shield Factor:                 1.5
$Subsystem Factor:              1.0
$Lifetime:                      10.0            ;; 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:                     88             ;; The sound it makes when it hits something
+Weapon Range:					1300			;; Limit to range at which weapon will actively target object
$Flags:                         ( "beam" "same turret cooldown" "no pierce shields" )
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
	+Type:						3				;; 0 - 4 are valid #'s
	+Life:			  			5.0				;; how long it lasts once the beam is actually firing
	+Warmup:		  			0			;; warmup time in ms
	+Warmdown:					0			;; warmdown time in ms
	+Radius:		  			10.0			;; muzzle glow radius in meters
	+PCount:					12				;; particles spewed every interval
	+PRadius:					2.5				;; 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:					100				;; the looping beam-firing sound
	+WarmupSound:				-1				;; associated warmup sound
	+WarmdownSound:				-1				;; 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
	+Range:						2500
	+Attenuation:				0.9
	$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:					1.5				;; width of the section
		+Texture:				beam-orange		;; 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:				0.8				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					3.0				;; width of the section
		+Texture:				beam-orange2		;; 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:				1.0				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe

#End

#Secondary Weapons

$Name:                                 HSM
+Title:                                XSTR("HSM", -1)
+Description:
XSTR("Unknown alien heavy swarm missile", -1)
$end_multi_text
+Tech Title:				   XSTR("HSM", -1)
+Tech Anim:					   none
+Tech Description:
XSTR("Heavy Aluyeria missiles", -1)
$end_multi_text
$Model File:								phoenix.pof
$Mass:									0.1
$Velocity:								150.0
$Fire Wait:								4.0
$Damage:							1500.0 
$Damage Type:        		   Kinetic                                     
$Blast Force:							10.0
$Inner Radius:							10.0													;; radius at which damage is full (0 for impact only)
$Outer Radius:							150.0													;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:						55                                         ;; velocity of shockwave.  0 for none.
$Armor Factor:							2.0
$Shield Factor:							1.0
$Subsystem Factor:						0.35
$Lifetime:								30.0
$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:								HEAT												;; Legal: HEAT, ASPECT
	+Turn Time:							3.00
	+View Cone:						360.0												$Free Flight Time: 0.15
$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" "corkscrew" "untargeted heat seeker" "no lifeleft penalty")                   ;;      
$Trail:												;; Trail cannot be set if Exhaust is set	
	+Start Width:          				0.5                                      ;; Width of trail nearest missile
	+End Width:            				2.5                                       ;; Width of trail before it "evaporates"
	+Start Alpha:	       				1.0
	+End Alpha:							0.0
	+Max Life:							5.5                                       ;; how many seconds before trail disappears
	+Bitmap:							MissileTrail01										;; Bitmap used to draw trail
$Icon:									iconHornet
$Anim:									hornet
$Impact Explosion:						exp05
$Impact Explosion Radius:				20.0
$Corkscrew:
 +Num Fired: 5
 +Radius: 6.5
 +Fire Delay: 350
 +Counter rotate: 1
 +Twist: 5

;---------------------------------------------------------
$Name:                                 QS
+Title:                                XSTR("Quick seekers", -1)
+Description:
XSTR("Unknown alien missile with 
some kind of energy warhead.", -1)
$end_multi_text
+Tech Title:				   XSTR("Quick seekers", -1)
+Tech Anim:					   none
+Tech Description:
XSTR("Fast Aluyeria missiles", -1)
$end_multi_text
$Model File:									pulsar01.pof
$Mass:									0.1
$Velocity:								450.0
$Fire Wait:								3.0
$Damage:								150.0 
$Damage Type:          					 Energy                                     
$Blast Force:							0.5
$Inner Radius:							15.0													;; radius at which damage is full (0 for impact only)
$Outer Radius:							25.0													;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:						0                                         ;; velocity of shockwave.  0 for none.
$Armor Factor:							1.5
$Shield Factor:							0.8
$Subsystem Factor:						0.35
$Lifetime:							10.0
$Energy Consumed:						1.0													;; Energy used when fired
$Cargo Size:							1.0													
$Homing:								YES
	+Type:								HEAT												;; Legal: HEAT, ASPECT
	+Turn Time:							1.25
	+View Cone:						260.0
	+Seeker Strength:						4												
$Swarm: 8
   +SwarmWait: 0.20
$Free Flight Time: 0.01
$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"  "untargeted heat seeker")                   ;;      
$Trail:												;; Trail cannot be set if Exhaust is set	
	+Start Width:          				0.70                                      ;; Width of trail nearest missile
	+End Width:            				0.05                                       ;; Width of trail before it "evaporates"
	+Start Alpha:	       				0.3
	+End Alpha:							0.0
	+Max Life:							5.0                                       ;; how many seconds before trail disappears
	+Bitmap:							newmiss2										;; Bitmap used to draw trail
$Icon:									iconHornet
$Anim:									hornet
$Impact Explosion:						ExpMissileHit1
$Impact Explosion Radius:				30.0
$Thruster Flame Effect: Cmuzzle
$Thruster Glow Effect: Gmuzzle
$Thruster Glow Radius Factor: 10

#End
