;=========================================================================================================
$Name:							RapidBFGreen

$Model File:					none 				; laser1-1.pof
@Laser Bitmap:					laserglow01
@Laser Color:					0, 255, 54
@Laser Length:					0.0
@Laser Head Radius:				0.3
@Laser Tail Radius:				0.3
$Mass:                          100.0
$Velocity:                      1600.0				;; speed of the weapon (initially) -- may or may not change
;;$Fire Wait:                     35.0				;; in seconds
$Fire Wait:                     10.0				;; in seconds
$Damage:                        1900				;; 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:                    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:					4000				;; Limit to range at which weapon will actively target object
;;+Weapon Range:					16000				;; Limit to range at which weapon will actively target object
+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:       120.0
$BeamInfo:
	+Type:						0					;; 0 - 4 are valid #'s
;;	+Life:		  				4.0					;; how long it lasts once the beam is actually firing
	+Life:		  				5.0					;; how long it lasts once the beam is actually firing
;;	+Warmup:		  			5000				;; warmup time in ms
	+Warmup:		  			3700				;; warmup time in ms
;;	+Warmdown:					3500				;; warmdown time in ms
	+Warmdown:					2800				;; warmdown time in ms
	+Radius:		  			160.0				;; muzzle glow radius in meters
	+PCount:					25					;; 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:				1.0 1.1 1.2 1.3 1.4				;; 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:				beamglow3			;; 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:					40					;; width of the section
		+Texture:				beam-red			;; 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:				0.0					;; how much it flickers (0.0 to 1.0)
		+Zadd:					4.0					;; hehe
	$Section:										;; one section of the beam
		+Width:					50					;; width of the section
		+Texture:				beam-green2			;; 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:				0.45				;; 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:					60.0				;; width of the section
		+Texture:				beam-green			;; 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:				0.4					;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0					;; hehe
	$Section:										;; one section of the beam
		+Width:					90.0				;; width of the section
		+Texture:				beam-green3			;; 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:				0.5					;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0					;; hehe
;=========================================================================================================
