#Primary Weapons

$Name:                                  @Subach HL-7 Drone
+Title:                                 XSTR("GTW Subach HL-7", 3243)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage", 3244)
$end_multi_text
+Tech Title:				    XSTR("Subach HL-7", 146)
+Tech Anim:                     Tech_Subach_HL-7
+Tech Description:
XSTR(
"The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers. Damages drone due to high energy costs", 3245)
$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:								newglo9
@Laser Glow:								2_laserglow03
@Laser Color:								250, 0, 0
@Laser Color2:								0, 0, 250
@Laser Length:								10.0
@Laser Head Radius: 						0.90
@Laser Tail Radius: 						0.90
$Mass:										0.2
$Velocity:									450.0			;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 								0.2				;; in seconds
$Damage:									15
$Armor Factor:								0.9
$Shield Factor: 							0.7
$Subsystem Factor:							0.3
$Lifetime:									2.0				;; 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: 								76				;; The sound it makes when fired
$ImpactSnd: 								85				;; The sound it makes when it hits something
+Weapon Range:								100000			;; Limit to range at which weapon will actively target object
$Flags: 									("stream")
$Icon:										iconSD4
$Anim:										SD4
$Impact Explosion:							none

#End

;=====================================================================================================

;=====================================================================================================

#Secondary Weapons

$Name:                                 Drone Deploy.
+Title:                                XSTR("ADF-1 Drone Rack", 3396)
+Description:
XSTR(
"Drone Deployer", 3397)
$end_multi_text
+Tech Title:				   XSTR("GTM-14 EM Pulse Adv.", 3398)
+Tech Anim:					   Tech_EMP
+Tech Description:
XSTR("ADF-1 Drone rack is a rack which can hold drones, upon firing an amazon drone is launched armed with a basic weapon",3399)
$end_multi_text
$Model File:									EMPulse2.pof
$Mass:                                 15.0
$Velocity:                             2750.0
$Fire Wait:                            30.0
$Damage:                               0													;; damage applied when within inner radius
$Blast Force:									0
$Inner Radius:									0                                      ;; radius at which damage is full (0 for impact only)
$Outer Radius:									0                                     ;; max radius for attenuated damage 
$Shockwave Speed:								120.0                                     ;; velocity of shockwave.  0 for none.
$Armor Factor:									1.0
$Shield Factor:								0.8
$Subsystem Factor:							0.5
$Lifetime:                             1
$Energy Consumed:								0.0													;; Energy used when fired
$Cargo Size:									5.0													;; 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:									1.0
$LaunchSnd:                            118                                       ;; The sound it makes when fired
$ImpactSnd:                            88                                        ;; The sound it makes when it hits something
$FlyBySnd:                             -1
$Rearm Rate:									30.0													;; number of missiles/sec that are rearmed
$Flags:                                ( "player allowed","no doublefire")                                       ;; Bomb = can be targeted                                                                

$Trail:                                                                          ;; Trail cannot be set if Exhaust is set
	+Start Width:								0.25                                      ;; Width of trail nearest missile
	+End Width:									0.75                                      ;; Width of trail before it "evaporates"
	+Start Alpha:								0
	+End Alpha:									0.0
	+Max Life:									1.5                                       ;; how many seconds before trail disappears
	+Bitmap:                            MissileTrail04										;; Bitmap used to draw trail
$Icon:                                 iconEMPulse
$Anim:                                 ecm
$Impact Explosion:							ExpMissileHit1
$Impact Explosion Radius:					10.0


$Name:                                 Turret Deploy.
+Title:                                XSTR("ATF Turret Deployer", 3325)
+Description:
XSTR(
"Standard Issue
Turret Deployer
All-Purpose Missile", 3326)
$end_multi_text
+Tech Title:				   XSTR("GTM-4 Hornet", 3327)
+Tech Anim:					   Tech_GTM-4_Hornet
+Tech Description:
XSTR(
"The ATF deployer deploys a turret at missile detonation", 3328)
$end_multi_text
$Model File:									NewHornet.pof
$Mass:									0.1
$Velocity:								190.0
$Fire Wait:								40.0
$Damage:								0                                      ;; damage applied when within inner radius
$Detonation Radius:						110
$Blast Force:							0.2
$Inner Radius:							10.0													;; radius at which damage is full (0 for impact only)
$Outer Radius:							20.0													;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:						0                                         ;; velocity of shockwave.  0 for none.
$Armor Factor:							2.0
$Shield Factor:							1.0
$Subsystem Factor:						0.3
$Lifetime:								7.0
$Energy Consumed:						0.0													;; Energy used when fired
$Cargo Size:							10.0													;; 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:							1.15
	+Min Lock Time:						0.5													;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:					180                                        ;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:				300											;; Pixels moved per sec while catching up
	+Catch-up Penalty:					30														;; Extra pixels to move after catching up
	+Target Lock Restriction: 			ANY TARGET
	+Independent Seekers: 				YES
	+Max Seekers Per Target: 3
$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","no doublefire")                   ;;      
$Trail:												;; Trail cannot be set if Exhaust is set	
	+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:							1.5                                       ;; how many seconds before trail disappears
	+Bitmap:							newmiss3										;; Bitmap used to draw trail
$Icon:									iconHornet
$Anim:									hornet
$Impact Explosion:						ExpMissileHit1
$Impact Explosion Radius:				5.0
$Corkscrew:								
	+Num Fired: 12
	+Radius: 200
	+Fire Delay: 250
	+Counter rotate: 1
	+Twist: 2


$Name:                                 Turret Deploy Jump. 
+Title:                                XSTR("ATF Turret Deployer", 3325)
+Description:
XSTR(
"Standard Issue
Turret Deployer
All-Purpose Missile", 3326)
$end_multi_text
+Tech Title:				   XSTR("GTM-4 Hornet", 3327)
+Tech Anim:					   Tech_GTM-4_Hornet
+Tech Description:
XSTR(
"The ATF deployer deploys a turret at missile detonation", 3328)
$end_multi_text
$Model File:									NewHornet.pof
$Mass:									0.1
$Velocity:								190.0
$Fire Wait:								60.0
$Damage:								0                                      ;; damage applied when within inner radius
$Arm time:								2
$Detonation Radius:						300
$Blast Force:							0.2
$Inner Radius:							10.0													;; radius at which damage is full (0 for impact only)
$Outer Radius:							20.0													;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:						0                                         ;; velocity of shockwave.  0 for none.
$Armor Factor:							2.0
$Shield Factor:							1.0
$Subsystem Factor:						0.3
$Lifetime:								10.0
$Energy Consumed:						0.0													;; Energy used when fired
$Cargo Size:							10.0													;; 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:							1.15
	+Min Lock Time:						0.5													;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:					180                                        ;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:				300											;; Pixels moved per sec while catching up
	+Catch-up Penalty:					30														;; Extra pixels to move after catching up
	+Independent Seekers: 				YES
	+Max Seekers Per Target: 12
$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","no doublefire" "local ssm")                   ;;      
$Trail:												;; Trail cannot be set if Exhaust is set	
	+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:							1.5                                       ;; how many seconds before trail disappears
	+Bitmap:							newmiss3										;; Bitmap used to draw trail
$Icon:									iconHornet
$Anim:									hornet
$Impact Explosion:						ExpMissileHit1
$Impact Explosion Radius:				5.0
$Corkscrew:								
	+Num Fired: 4
	+Radius: 200
	+Fire Delay: 250
	+Counter rotate: 1
	+Twist: 2
$Local SSM:
	+Warpout Delay: 3
	+Warpin Delay: 1
	+Stage 5 Velocity: 100
	+Warpin Radius: 1000
	+Lock Range: 150000



$Name:                                 lokiSpawn.
+Title:                                XSTR("GTM-4 Hornet Swarm Missile", 3325)
+Description:
XSTR(
"Standard Issue
Swarm Type
Loki Deployer (Anti Capship)", 3326)
$end_multi_text
+Tech Title:				   XSTR("GTM-4 Hornet", 3327)
+Tech Anim:					   Tech_GTM-4_Hornet
+Tech Description:
XSTR(
"This missile unleases a squad of 4 Automated retrofitted loki drones each armed with a single cyclops missile and light drone cannons which eat the limited energy of the drone, weakening it in the process. Is not controllable", 3328)
$end_multi_text
$Model File:									NewHornet.pof
$Mass:									0.1
$Velocity:								190.0
$Fire Wait:								40.0
$Damage:								0                                      ;; damage applied when within inner radius
$Detonation Radius:						110
$Blast Force:							0.2
$Inner Radius:							10.0													;; radius at which damage is full (0 for impact only)
$Outer Radius:							20.0													;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:						0                                         ;; velocity of shockwave.  0 for none.
$Armor Factor:							2.0
$Shield Factor:							1.0
$Subsystem Factor:						0.3
$Lifetime:								7.0
$Energy Consumed:						0.0													;; Energy used when fired
$Cargo Size:							10.0													;; 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:							1.15
$Homing Auto-Target Method:				RANDOM
$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","no doublefire","untargeted heat seeker")                   ;;      
$Trail:												;; Trail cannot be set if Exhaust is set	
	+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:							1.5                                       ;; how many seconds before trail disappears
	+Bitmap:							newmiss3										;; Bitmap used to draw trail
$Icon:									iconHornet
$Anim:									hornet
$Impact Explosion:						ExpMissileHit1
$Impact Explosion Radius:				5.0
$Corkscrew:								
	+Num Fired: 4
	+Radius: 100
	+Fire Delay: 250
	+Counter rotate: 1
	+Twist: 2

$Name:                                 CyclopsJump
+Title:                                XSTR("GTM-12J Cyclops", 3381)
+Description:
XSTR(
"Special Issue
Anti-Cruiser Bomb
Non-Conventional Warhead
", 3382)
$end_multi_text
+Tech Title:				   XSTR("GTM-12 Cyclops", 3383)
+Tech Anim:					   Tech_Cyclops
+Tech Description:
XSTR(
"The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.", 3384)
$end_multi_text
$Model File:							belial.pof
$Mass:									25.0
$Velocity:								95.0
$Fire Wait:								25.0
;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage:                                                        2000                                                                                                    ;; damage applied when within inner radius
$Blast Force:							1000.0
$Inner Radius:							100.0													;; radius at which damage is full (0 for impact only)
$Outer Radius:							200.0													;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:						80                                        ;; velocity of shockwave.  0 for none.
$Armor Factor:							1.0
$Shield Factor:							0.02
$Subsystem Factor:						0.5					;; reduced from 1.0 to 0.5 by MikeK on 8/28/99.  Player shooting one down would often blow out player's subsystems.
$Lifetime:								30.0													;; 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:						1.0													;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:					150														;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:				350 													;; Pixels moved per sec while catching up
	+Catch-up Penalty:					12														;; Extra pixels to move after catching up
$LaunchSnd:								96
$ImpactSnd:								88
$FlyBySnd:								-1
$Rearm Rate:							0.05
$Flags:									( "Bomb" "Huge" "No Dumbfire" "local ssm")
$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:							MissileTrail04										;; Bitmap used to draw trail

$Icon:                                 iconbelial
$Anim:                                 belial
$Impact Explosion:                     ExpMissileHit1
$Impact Explosion Radius:					15.0

$Local SSM:
	+Warpout Delay: 3
	+Warpin Delay: 5
	+Stage 5 Velocity: 100
	+Warpin Radius: 1000
	+Lock Range: 150000
#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
;

