;
;  weapons.tbl
;
;  file to specify the weapon characteristics for Freespace weapons
;
;  weapons fall into three categories -- see weapon.doc in the
;  freespace Specs folder for more information.

; Real FreeSpace weapons!
; From weapons.doc, Adam's spec.
; · Light Laser Cannon: Much like Descent lasers.  Less powerful than Heavies.
; · Heavy Laser Cannon: Self-explanatory.  Fires slightly slower.
; · Mass Driver Cannon: Fires shells of some sort, but oddly uses energy, since it’s a cannon.
; · Flail Cannon: Rapid-fire energy-based weapon.  Shoots many smaller, rapid lasers.
; · Neutron Flux Cannon: Similar to Heavy Lasers, but more punch.  Could use a better name here.
;
; --------------------
; Ordering of entries:
; --------------------
;
; All primary weapons are listed in the first section, followed by secondary weapons in the next.
; Within each of these 2 sections, normal weapons should be listed first, followed by weapons
; that are only allowed on big ships, and following that, weapons that aren't allowed on any ships.
;
; -------------------------------
; A note regarding weapon sounds:
; -------------------------------
;	The index corresponds to the sounds.tbl index.  If you want a new weapon sound, you must first
;	add it to sounds.tbl.  If you don't want to assign a sound, put -1 as the index.
;
; ---------------
; Missile damage:
; ---------------
; The following fields determine the missile damage:
;	$Damage:				The damage applied within the inner radius of the blast
;	$Inner Radius:		The radius at which damage is 100% of $Damage field
;							(0 for impact only)
;	$Outer Radius:		The radius at which damage is applied.  $Damage decreases
;							linearly from $Inner Radius to $Outer Radius
;	$Shockwave Speed:	The speed of the shockwave (0 for no shockwave)
;
; ---------------
; Interface Art:
; ---------------
;
; $Icon:	filename that holds icon frames used in weapons selection
; $Anim: filename that holds weapon animation used in weapons selection
; 
; ---------------
; Misc
; ----------------
; $Impact Explosion:    Filename of animation to play when weapon impacts
; $Impact Explosion Radius:  How big the explosion is. Required if Impact Explosion is not none
;
#Primary Weapons

;; All these descriptions are from Duncan's weapons doc in the specs directory.  I added in little translations
;; to help me fix the numbers for the weapons.  All weapons are in approximately the order of power, as well as the
;; order in which you will have access to them.

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

$Name:					@HL-14 Laser
+Title:					GTW HL-14 Laser
+Description:
Standard issue
High Hull Damage
Minimal Shield Damage
Low Refire Rate
$end_multi_text
+Tech Description: Xenon laser weapon -  uses a magentic seal in order to focus the Xenon gas to form a lens which is used to focus a minute shifting phase radiation pulse - the result is a phasing focused energy pulse which sears weak points within molecular clusters.  The HL-14 has a higher accuracy but a much slower refire rate than the ML-16.

The GTA issues HL-14 Lasers to every fighter and bomber in service.
$end_multi_text
$Model File:			none
; The following fields (preceded by @) are only required for laser 
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap:		ml16_Bitmap
@Laser Glow:		fuzzy_glow
@Laser Color:        190, 150, 250
@Laser Length:       30.0
@Laser Head Radius:  0.90
@Laser Tail Radius:  0.30
$Mass:					0.2
$Velocity:				400.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:				0.5				;; in seconds
$Damage:				11
$Armor Factor:			1.5
$Shield Factor:		0.1
$Subsystem Factor:	0.3
$Lifetime:				3.0				;;	How long this thing lives
$Energy Consumed:		0.20				;; Energy used when fired
$Cargo Size:			0.0				;; Amount of space taken up in weapon cargo
$Homing:				NO
$LaunchSnd:				68					;; The sound it makes when fired
$ImpactSnd:				85					;; The sound it makes when it hits something
$Flags:					( "in tech database" "player allowed" )
$Icon:					icon_ml16		
$Anim:					ml16
$Impact Explosion:	ml16_impact
$Impact Explosion Radius: 1.0
$Muzzleflash: 	PWmuzzle
; ----------------------------------------------------------------------------------

$Name:					@Plasma Cannon
+Title:					GTW-24 Plasma Cannon
+Description:
Special Issue
Extreme Hull Damage
Medium Shield Damage
Slow Refire Rate
Anti-Capital Ship Weapon
$end_multi_text
+Tech Description: The GTW-24 Plasma Cannon is the GTA's most powerful and classified weapon system.  Developed by the Phoenix Labs, the Plasma Cannon is still within prototype stages and is only available to personel with high access privlages.

The Plasma Cannon launches a volatile ball of high-yield plasma that detonates at an amount of 250 cubic meters mass-to-energy ratio.  The Plasma Cannon has an extremely low refire rate, thus designed for anti-capital ship use.

In tests the Plasma cannon is completely ineffective against energy screens, and also against armor types that absorb directed energy.  GTA Command is currently working on mass producing these materials to render this weapon obselete in case the Vasudans capture this device.
$end_multi_text
$Model File:			none
; The following fields (preceded by @) are only required for laser 
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap:		Rompla_AniBitmap
@Laser Color:		69,42,172 
@Laser Color2:		69,42,172 
@Laser Length:		3.0 
@Laser Head Radius:	10.0
@Laser Tail Radius:	10.0
$Mass:					2.0
$Velocity:				100.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:				0.2				;; in seconds
$Damage:				250
$Blast Force:			1000.0
$Inner Radius:			1.0					;; radius at which damage is full (0 for impact only)
$Outer Radius:			250.0					;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:		40						
$Armor Factor:			5.0
$Shield Factor:		0.01
$Subsystem Factor:	2.0
$Lifetime:				12.0				;;	How long this thing lives
$Energy Consumed:		40.0				;; Energy used when fired
$Cargo Size:			0.0				;; Amount of space taken up in weapon cargo
$Homing:				NO
$LaunchSnd:				82					;; The sound it makes when fired
$ImpactSnd:				88					;; The sound it makes when it hits something
$Flags:					( "in tech database" "player allowed" )
$Icon:					icon_emp		
$Anim:					emp
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	60.0
$Muzzleflash: 	Rmuzzle

; ----------------------------------------------------------------------------------
$Name:					@Neutron Flux
+Title:					GTW - X Neutron Flux Cannon 
+Description:
Prototype
High Energy Usage
Heavy Hull Damage
Low Refire Rate
$end_multi_text
+Tech Description: The GTA's latest prototype weapon, the Neutron Flux Cannon currently appears to be the GTA's best hope for a weapon that will finally defeat the Vasudans.  The Neutron Flux cannon has been designed for the Apollo and the prototype Hercules, however this weapon does no damage at all against targets with energy or magnetic screening as based on tests with the Ross 128 deflector array.  Currently the Neutron Flux Cannon may be a powerful weapon, but the Avenger project is much more stable and promising.
$end_multi_text
$Model File:			none ; laser1-1.pof
; The following fields (preceded by @) are only required for laser (the 3 ellipse
; thing) rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap:			laserglow02
@Laser Color:        150, 150, 250
@Laser Length:       0.0
@Laser Head Radius:  0.1
@Laser Tail Radius:  0.0
$Mass:					0.1
$Velocity:				600.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:				0.0				;; in seconds
$Damage:				3.0
$Armor Factor:			1.0
$Shield Factor:			0.4
$Subsystem Factor:		1.0
$Lifetime:				1.5				;;	How long this thing lives
$Energy Consumed:		      0.9				;; Energy used when fired
$Cargo Size:			0.0				;; Amount of space taken up in weapon cargo
$Homing:				NO
$LaunchSnd:				164				;; The sound it makes when fired
$ImpactSnd:				85					;; The sound it makes when it hits something
$Flags:					( "player allowed" "in tech database" )
$Trail:											;; Trail cannot be set if Exhaust is set
	;; The following indented fields are only required when $Trail is YES
	+Start Width:		0.25						;; Width of trail nearest missile
	+End Width:		0.5						;; Width of trail before it "evaporates"
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:				0.5		;; how many seconds before trail disappears
	+Bitmap:			MissileTrail09			;; Bitmap used to draw trail
$Icon:					icon_banshee
$Anim:					banshee
$Impact Explosion:	ExpMissileHit1
$Impact Explosion Radius:	1.0
$Muzzleflash: 	PWmuzzle
#End

;=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
#Secondary Weapons

; ----------------------------------------------------------------------------------
$Name:					@Mine
+Title:					GTM-02 Proimity Mine
+Description:
Standard Issue
Fire and Forget
$end_multi_text
+Tech Description: Proximity mines have been used throughout history, and the Terran-Vasudan War is no exception.  The Mine is rear-fired from the launching vessel and is proximity detonated to any vessel within 10 meters.  The main weakness of proximity mines is that they they can be shot down by an enemy, however the mines do have minor IFF capacity and do not detonate when only a friendly ship is near.  Some Vasudan pilots have used mines to their advantage by flying close in a dogfight to detonate them and then afterburning away from the explosion.  The result is the mine laying vessel being annihilated.  Mines are effective in many tactical situations including blockades, defense, and cover in torpedo runs.
$end_multi_text
$Model File:			cmeasure01.pof
$Mass:					800.0
$Velocity:				0.0
$Fire Wait:				0.50
$Damage:				100						;; damage applied when within inner radius
$Blast Force:			200.0
$Inner Radius:			40.0					;; radius at which damage is full
$Outer Radius:			100.0					;; max radius for attenuated damage
$Shockwave Speed:		30.0					;; velocity of shockwave.  0 for none.
$Armor Factor:			1.0
$Shield Factor:			1.0
$Subsystem Factor:		1.0
$Lifetime:				600.0
$Energy Consumed:		0.0					;; Energy used when fired
$Cargo Size:			2.0					;; Amount of space taken up in weapon cargo
$Homing:					NO
$LaunchSnd:				99						;; The sound it makes when fired
$ImpactSnd:				88						;; The sound it makes when it hits something
$FlyBySnd:				-1
$Rearm Rate:			5.0					;; number of missiles/sec that are rearmed
$Flags:					( "bomb" "in tech database" "huge" "player allowed" )						;; 
$Icon:					icon_mx50
$Anim:					mx50
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	5.0

; ----------------------------------------------------------------------------------
;; (Translation: fire off a bunch of these at close range targets and watch the sparks fly!)

$Name:					@Vulcan
+Title:					GTW-1 Vulcan Cannon
+Description:
Standard Issue
Maximum Compatibility
$end_multi_text
+Tech Description: The Vulcan is the first weapon that was ever issued by the Galactic Terran Alliance space force.  The Vulcan is an ammo-based projectile weapon that fires a rapid stream of depleted uranium slugs towards a target.  Against most targets the Vulcan is extremely effective, but it lacks punching power through the thick hulls of the newer capital ship classes.
$end_multi_text
$Model File:			Fury.pof
$Mass:					0.1
$Velocity:				3000.0
$Fire Wait:				0.1
$Damage:				2.0						;; damage applied when within inner radius
$Blast Force:			0.2
$Inner Radius:			0.0					;; radius at which damage is full (0 for impact only)
$Outer Radius:			0.0					;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:		0						;; velocity of shockwave.  0 for none.
$Armor Factor:			1.0
$Shield Factor:		0.5
$Subsystem Factor:		0.6
$Lifetime:				0.5
$Energy Consumed:		0.0					;; Energy used when fired
$Cargo Size:			0.125					;; Amount of space taken up in weapon cargo
$Homing:				NO
$LaunchSnd:				81						;; The sound it makes when fired
$ImpactSnd:				85						;; The sound it makes when it hits something
$FlyBySnd:				-1
$Rearm Rate:			12.0					;; number of missiles/sec that are rearmed
$Flags:					( "in tech database" "player allowed" )			
$Trail:										;; Trail cannot be set if Exhaust is set
	;; The following indented fields are only required when $Trail is YES
	+Start Width:		0.1						;; Width of trail nearest missile
	+End Width:		0.1						;; Width of trail before it "evaporates"
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:				0.4						;; how many seconds before trail disappears
	+Bitmap:				MissileTrail02			;; Bitmap used to draw trail
$Icon:					icon_fury
$Anim:					fury
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	2.0


; ----------------------------------------------------------------------------------
$Name:					Roc Eye
+Title:					GTM-1 Roc Eye
+Description:
Standard Issue
Fast Target Lock
$end_multi_text
+Tech Description: An all-aspect standard tactical missile, the Roc Eye has been in use since the first spacefaring craft of war.  The Roc Eye does standard damage upon targets and is a standard issue GTA weapon for all craft.

$end_multi_text
$Model File:			Interceptor.pof
$Mass:					15.0
$Velocity:				140.0
$Fire Wait:				2.0
$Damage:				21						;; damage applied when within inner radius
$Blast Force:			60.0
$Inner Radius:			0.0						;; radius at which damage is full (0 for impact only)
$Outer Radius:			0.0						;; max radius for attenuated damage 
$Shockwave Speed:		0						;; velocity of shockwave.  0 for none.
$Armor Factor:			1.0
$Shield Factor:			0.8
$Subsystem Factor:		0.5
$Lifetime:				15.0
$Energy Consumed:		0.0					;; Energy used when fired
$Cargo Size:			4.0					;; Amount of space taken up in weapon cargo
$Homing:					YES
	;; the following indented fields are only required when $Homing is YES
	+Type:				ASPECT				;; Legal: HEAT, ASPECT
	+Turn Time:			1.0
	+Min Lock Time:	1.5					;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:	70						;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:100				;; Pixels moved per sec while catching up
	+Catch-up Penalty:	30					;; Extra pixels to move after catching up
$LaunchSnd:				92						;; The sound it makes when fired
$ImpactSnd:				88						;; The sound it makes when it hits something
$FlyBySnd:				-1
$Rearm Rate:			2.0					;; number of missiles/sec that are rearmed
$Flags:					( "player allowed" "in tech database" )
$Trail:										;; Trail cannot be set if Exhaust is set
	;; The following indented fields are only required when $Trail is YES
	+Start Width:		0.25						;; Width of trail nearest missile
	+End Width:		0.1						;; Width of trail before it "evaporates"
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:				0.3						;; how many seconds before trail disappears
	+Bitmap:			MissileTrail01			;; Bitmap used to draw trail
$Icon:					icon_interceptor
$Anim:					interceptor
$Impact Explosion:	ExpMissileHit1
$Impact Explosion Radius:	7.0


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

$Name:					MIRV
+Title:					GTM-12 MIRV Missile
+Description:
Advanced Bomb
Wing Attack Cluster Explosion
Area Effect
$end_multi_text
+Tech Description: The MIRV Missile is a GTA designed missile that when launched detonates to create Multiple Individual Reentry Vehicles which lock on to their target's heat signature and detonate on impact.  The MIRV Missile should never be taken lightly.  It has been used by bomber pilots as a decoy measure and by fighter aces as a 'swarmer' weapon.
$end_multi_text
$Model File:			Disruptor.pof
$Mass:					20.0
$Velocity:				150.0
$Fire Wait:				5.0
$Damage:				60						;; damage applied when within inner radius
$Blast Force:			1000.0
$Inner Radius:			10.0					;; radius at which damage is full (0 for impact only)
$Outer Radius:			50.0					;; max radius for attenuated damage 
$Shockwave Speed:		80.0					;; velocity of shockwave.  0 for none.
$Armor Factor:			1.0
$Shield Factor:			0.75
$Subsystem Factor:		1.0
$Lifetime:				2.0
$Energy Consumed:		0.0
$Cargo Size:			15.0
$Homing:				YES
	+Type:				HEAT					;; Legal: HEAT, ASPECT
	+Turn Time:			1.0
	+View Cone:			40.0					;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd:				93
$ImpactSnd:				101					;;	shockwave impact sound
$FlyBySnd:				-1
$Rearm Rate:			0.1
$Flags:					( "player allowed" "in tech database"
							 "Spawn MIRV Baby,8"					;; Create 8 "MIRV Baby" children on detonation
							 "Bomb"	)					;; Bomb = can be targeted	
							 ;;"Remote Detonate" )		;; Remote Detonate = another fire press detonates
$Trail:											;; Trail cannot be set if Exhaust is set
	;; The following indented fields are only required when $Trail is YES
	+Start Width:		0.25						;; Width of trail nearest missile
	+End Width:		0.1						;; Width of trail before it "evaporates"
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:				1.5						;; how many seconds before trail disappears
	+Bitmap:			MissileTrail01			;; Bitmap used to draw trail
$Icon:					icon_synaptic
$Anim:					synaptic
$Impact Explosion:	ExpMissileHit1
$Impact Explosion Radius:	10.0



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

$Name:					Light Torpedo
+Title:					GTM-4 Light Torpedo
+Description:
Standard Issue
Anti-Cruiser Bomb
Tactical Nuclear Warhead
Long Lock/Reload Time
$end_multi_text
+Tech Description: The GTM-4 Light Torpedo is the standard GTA anti-capital ship weapon.  This bomb has a maximum range of 3 kilometers, however any fighter class vessel within its explosion radius will surely be destroyed.

This bomb is excellent against cruisers and transport convoys, however its fission warhead does not have the sheer stopping power needed to bring down destroyers.
$end_multi_text
$Model File:			Synaptic.pof
$Mass:					25.0
$Velocity:				95.0
$Fire Wait:				20.0
;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage:				1000					;; damage applied when within inner radius
$Blast Force:			100.0
$Inner Radius:			1.0					;; radius at which damage is full (0 for impact only)
$Outer Radius:			50.0					;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:		80						;; velocity of shockwave.  0 for none.
$Armor Factor:			0.8
$Shield Factor:			0.6
$Subsystem Factor:		2.0
$Lifetime:				50.0                    ;; temporary fix for problem locking onto big ships.
$Energy Consumed:		0.0
$Cargo Size:			15.0
$Homing:				YES
	+Type:					ASPECT				;; Legal: HEAT, ASPECT
	+Turn Time:				1.0
	+Min Lock Time:		3.0				;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:		25					;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:   50				;; Pixels moved per sec while catching up
	+Catch-up Penalty:		15					;; Extra pixels to move after catching up
$LaunchSnd:				96
$ImpactSnd:          88
$FlyBySnd:				-1
$Rearm Rate:			0.5
$Flags:					( "Bomb" "Huge" "player allowed" "Remote Detonate" "in tech database" )
$Trail:											;; Trail cannot be set if Exhaust is set
	+Start Width:		0.5						;; Width of trail nearest missile
	+End Width:		0.1						;; Width of trail before it "evaporates"
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:				1.0						;; how many seconds before trail disappears
	+Bitmap:			MissileTrail02			;; Bitmap used to draw trail

$Icon:					icon_tsunami
$Anim:					tsunami
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	40.0

; ----------------------------------------------------------------------------------
$Name:					Heavy Torpedo
+Title:					GTM-5 Heavy Torpedo
+Description:
Special Issue
Anti-Capital Ship Bomb
Tactical Fission Warhead
Extremely Long Lock/Reload Time
$end_multi_text
+Tech Description: The GTM-5 Heavy Torpedo is the GTA's standard weapon against destroyer class targets.  The Heavy Torpedo can only be used with a permit by a GTA official due to the destructive power of this device if misused.  The Heavy Torpedo is a highly destructive weapon if used correctly on capital-class vessels and can cripple a cargo depot or convoy.
$end_multi_text
$Model File:			Harbinger.pof
$Mass:					35.0
$Velocity:				80.0
$Fire Wait:				30.0
$Damage:				3000					;; damage applied when within inner radius
$Blast Force:			200.0
$Inner Radius:			1.0					;; radius at which damage is full (0 for impact only)
$Outer Radius:			100.0					;; max radius for attenuated damage 
$Shockwave Speed:		75						;; velocity of shockwave.  0 for none.
$Armor Factor:			0.8
$Shield Factor:		0.5
$Subsystem Factor:	16.0
$Lifetime:				40.0
$Energy Consumed:		0.0
$Cargo Size:			40.0
$Homing:				YES
	+Type:					ASPECT				;; Legal: HEAT, ASPECT
	+Turn Time:				1.5
	+Min Lock Time:		5.0				;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:		25					;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:   50				;; Pixels moved per sec while catching up
	+Catch-up Penalty:		15					;; Extra pixels to move after catching up
$LaunchSnd:				97
$ImpactSnd:				101					;;	shockwave impact sound
$FlyBySnd:				-1
$Rearm Rate:			0.1
$Flags:					( "Bomb" "Huge" "player allowed" "Remote Detonate" "in tech database" )
$Icon:					icon_harbinger
$Anim:					harbinger
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	90.0


; ----------------------------------------------------------------------------------
;; Unknown bomb?
;; Would be nice to know who uses this and what it is for.
;; It's a shivan bomb.  It's just like Tsunami, only Shivan.

$Name:					Vasudan Torpedo
$Model File:			Tsunami.pof
$Mass:					25.0
$Velocity:				60.0
$Fire Wait:				20.0
;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage:				500					;; damage applied when within inner radius
$Blast Force:			1000.0
$Inner Radius:			5.0					;; radius at which damage is full (0 for impact only)
$Outer Radius:			30.0					;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:		80						;; velocity of shockwave.  0 for none.
$Armor Factor:			1.0
$Shield Factor:			0.0
$Subsystem Factor:		2.0
$Lifetime:				25.0                    ;; temporary fix for problem locking onto big ships.
$Energy Consumed:		0.0
$Cargo Size:			15.0
$Homing:				YES
	+Type:					ASPECT				;; Legal: HEAT, ASPECT
	+Turn Time:				1.0
	+Min Lock Time:		4.0				;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:		25					;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:   50				;; Pixels moved per sec while catching up
	+Catch-up Penalty:		15					;; Extra pixels to move after catching up
$LaunchSnd:				96
$ImpactSnd:          88
$FlyBySnd:				-1
$Rearm Rate:			0.05
$Flags:					( "Bomb" "Huge" )
$Trail:											;; Trail cannot be set if Exhaust is set
	+Start Width:		0.5						;; Width of trail nearest missile
	+End Width:		1.75						;; Width of trail before it "evaporates"
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:				1.5						;; how many seconds before trail disappears
	+Bitmap:			MissileTrail02			;; Bitmap used to draw trail

$Icon:					icon_tsunami
$Anim:					tsunami
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	25.0

; ----------------------------------------------------------------------------------
;; Another Unknown Bomb?
;; Would be nice to know who uses this and what it is for.
;; Shivan, just like Harbinger, only it's shivan

$Name:					Vasudan Heavy Torpedo
$Model File:			Tsunami.pof
$Mass:					35.0
$Velocity:				50.0
$Fire Wait:				30.0
$Damage:				1000					;; damage applied when within inner radius
$Blast Force:			1000.0
$Inner Radius:			10.0					;; radius at which damage is full (0 for impact only)
$Outer Radius:			100.0					;; max radius for attenuated damage 
$Shockwave Speed:		75						;; velocity of shockwave.  0 for none.
$Armor Factor:			1.0
$Shield Factor:		0.0
$Subsystem Factor:	1.0
$Lifetime:				30.0
$Energy Consumed:		0.0
$Cargo Size:			40.0
$Homing:				YES
	+Type:					ASPECT				;; Legal: HEAT, ASPECT
	+Turn Time:				1.5
	+Min Lock Time:		8.0				;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:		25					;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:   50				;; Pixels moved per sec while catching up
	+Catch-up Penalty:		15					;; Extra pixels to move after catching up
$LaunchSnd:				97
$ImpactSnd:				101					;;	shockwave impact sound
$FlyBySnd:				-1
$Rearm Rate:			0.02
$Flags:					( "Bomb" "Huge" )
$Trail:											;; Trail cannot be set if Exhaust is set
	+Start Width:		0.5						;; Width of trail nearest missile
	+End Width:		2.0						;; Width of trail before it "evaporates"
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:				2.0						;; how many seconds before trail disappears
	+Bitmap:			MissileTrail02			;; Bitmap used to draw trail
$Icon:					icon_harbinger
$Anim:					harbinger
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	90.0



; ----------------------------------------------------------------------------------
; Big ship weapons
; ----------------------------------------------------------------------------------

; ----------------------------------------------------------------------------------
;; Other big ship weapons


$Name:					Flak Cannon
$Model File:			Fury.pof
$Mass:					15.0
$Velocity:				190.0
$Fire Wait:				1.0
$Damage:				110						;; damage applied when within inner radius
$Blast Force:			60.0
$Inner Radius:			0.0						;; radius at which damage is full (0 for impact only)
$Outer Radius:			0.0						;; max radius for attenuated damage 
$Shockwave Speed:		0						;; velocity of shockwave.  0 for none.
$Armor Factor:			1.0
$Shield Factor:			0.8
$Subsystem Factor:		0.5
$Lifetime:				5.0
$Energy Consumed:		0.0					;; Energy used when fired
$Cargo Size:			4.0					;; Amount of space taken up in weapon cargo
$Homing:					NO
$LaunchSnd:				91						;; The sound it makes when fired
$ImpactSnd:				88						;; The sound it makes when it hits something
$FlyBySnd:				-1
$Rearm Rate:			2.0					;; number of missiles/sec that are rearmed
$Flags:					( "Big Ship" "Bomb" )
$Trail:											;; Trail cannot be set if Exhaust is set
	+Start Width:		0.25						;; Width of trail nearest missile
	+End Width:		0.2						;; Width of trail before it "evaporates"
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:				0.5						;; how many seconds before trail disappears
	+Bitmap:			MissileTrail02			;; Bitmap used to draw trail
						;; Trail cannot be set if Exhaust is set
$Icon:					icon_interceptor
$Anim:					interceptor
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	120.0


; ----------------------------------------------------------------------------------
; No ship weapons (these weapons can't be placed on any ships.  They are by-products)
; ----------------------------------------------------------------------------------


$Name:					MIRV Baby
$Model File:			hornet.pof
$Mass:					1.2
$Velocity:				175.0
$Fire Wait:				0.5
$Damage:				20					;; damage applied when within inner radius
$Blast Force:			5.0
$Inner Radius:			0.0					;; radius at which damage is full (0 for impact only)
$Outer Radius:			0.0					;; max radius for attenuated damage 
$Shockwave Speed:		0						;; velocity of shockwave.  0 for none.
$Armor Factor:			1.0
$Shield Factor:		1.0
$Subsystem Factor:	0.5
$Lifetime:				12.0
$Energy Consumed:		0.0
$Cargo Size:			2.0
$Homing:					YES
	;; the following indented fields are only required when $Homing is YES
	+Type:				HEAT		;; Legal: HEAT, ASPECT
	+Turn Time:			1.5
	+View Cone:			180.0
$LaunchSnd:				94
$ImpactSnd:          88
$FlyBySnd:				-1
$Rearm Rate:			1.0
$Flags:					( "child" )
$Trail:											;; Trail cannot be set if Exhaust is set
	;; The following indented fields are only required when $Trail is YES
	+Start Width:		0.25						;; Width of trail nearest missile
	+End Width:		0.75						;; Width of trail before it "evaporates"
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:				0.5
						;; how many seconds before trail disappears
	+Bitmap:			MissileTrail01			;; Bitmap used to draw trail
$Icon:					icon_stiletto
$Anim:					hornet
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	5.0


#End

#Beam Weapons

#End

; ********** Countermeasure Section **********

#Countermeasures

; MK, 5/22/97, Type One countermeasure, first pass.
; So far, no rendering information, just uses explosion bitmap.
; Chaff (or whatever) pieces are projected backward in a hemisphere.
; JAS, 1/29/98, added a model name for how it renders.
$Name:					Type One
$Velocity:				30.0				;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
$Fire Wait:				0.5
$Lifetime Min:			2.0				;; Minimum lifetime
$Lifetime Max:			3.0				;; Maximum lifetime.  Actual lifetime is rand(min..max).
$LaunchSnd:				99             ;; countermeasure 1 fired
$Model:					cmeasure01.pof		;;	What pof file this uses

#End

; $Player Weapon Precedence is used in weapon selection when a default specified by the mission
; designer is not available to the player.  The next weapon on the list is used in its place
; (assuming that weapon is allowed for the player).
;
; ordering:  most powerful energy weapon -> least powerful energy weapon
;            most powerful missile -> least powerful missle
;
$Player Weapon Precedence: (
	"ML-16 Laser"
      "HL-14 Laser"
	"Disruptor"
	"Heavy Torpedo"
	"Light Torpedo"
	"Fury"
	"MX-50"
      "Roc Eye"
      "Mine"
)
