GTDn Archangel - Terran Heavy Beam Dreadnaut
Model, texturing, pof conversion and pathing by Clif "StratComm" Kerr
Included are a few of Xerxes' blue beams, and a custom weapon mod.

Included files:
archangelBeta01.pof
beamcannon.pcx
dishside.pcx

I take especial pride in the hanger section; launch a wing of 6 fighters from it and watch from inside the hanger.  It may not be very useful from a gameplay perspective, but it will allow some interesting mission openers.

---------------
Known Bugs
---------------
This pof does not contain any LODs other than the first and is completely devoid of debris.  Due to limitations in current conversion methods and the FS2 engine itself, these additions are not possible at this time. There may also exist a number of fly-through faces (polygons which dissapear at close range) but these are a result of conversion errors rather than bad geometry.  Please do not engage the player in a dogfight around this ship, as I cannot prevent them from entering the hull.

 
Changes in version Beta01:
The turret rotation error on turrets 2 and 3 has been resolved, and a weapon change to make these turrets more effective has been implimented.  The hull is triangulated, so there should be minimal UV warping on the hull object. 

---------------
Instructions
---------------

Unzip the files to the appropriate directories in your Freespace 2 Data directory and add the following to the weapons.tbl and ships.tbl files.

;-------------ships.tbl addition--------------

$Name:                          GTDn Archangel
$Short name:            TCommand
$Species:                       Terran
+Tech Description:
XSTR("Since the loss of the GTVA Colossus and the destruction of Capella, the GTVA Security Council has put the highest priority on the development and deployment of the most advanced weapons systems known.  The latest warship to mount these weapons is the GTDn Archangel, a Colossus-scale Dreadnaut.  These ships, produced exclusively at the GTVA Orbital Shipyards orbiting Alpha Centauri 3, mount a 500-meter primary cannon, capable of nullifying any known threat in two shots, as well as over a dozen heavy anti-capital ship beams.  The Archangel class also sprots a cavernous hanger bay  Only one of these ships have been completed, though Command hopes to have one in each operational battle fleet by the end of the decade.", 3055)
$end_multi_text
$POF file:                      archangelBeta01.pof
$Detail distance:       (0, 6000, 25000, 40000)
$Show damage:           NO
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       1.5
$Max Velocity:          0.0, 0.0, 25.0
$Rotation time:         200.0, 200.0, 200.0
$Rear Velocity:         0.0
$Forward accel:         20.0
$Forward decel:         10.0
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        500.0
$Expl outer rad:        7400.0
$Expl damage:           800.0
$Expl blast:            8500.0
$Expl Propagates:       YES
$Shockwave Speed:       600.0
$Shockwave Count:	2
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:                       0
$Power Output:          100.0
$Max Oclk Speed:        8.0
$Max Weapon Eng:        100.0
$Hitpoints:                     1500000
$Flags:                         ( "supercap" "big damage" "in tech database" )
$AI Class:                      Captain
$Afterburner:           NO
$Countermeasures:       0
$Scan time:                     6000
$EngineSnd:       106                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -5920
$Closeup_zoom:          0.5
$Score:             10000
$Subsystem:                     Turret01, 1.0, 10.0
	$Default PBanks:        ( "SuperBlue" )
$Subsystem:                     Turret02, 1.0, 3.0
	$Default PBanks:        ( "LRBBlue" )
$Subsystem:                     Turret03, 1.0, 3.0
	$Default PBanks:        ( "LRBBlue" )
$Subsystem:                     Turret04, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )
$Subsystem:                     Turret05, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )
$Subsystem:                     Turret06, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )
$Subsystem:                     Turret07, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )
$Subsystem:                     Turret08, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )
$Subsystem:                     Turret09, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )
$Subsystem:                     Turret10, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )

;Flak type turrets

$Subsystem:                     Turret11, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )
$Subsystem:                     Turret12, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )
$Subsystem:                     Turret13, 1.0, 3.0
	$Default PBanks:        ( "BBlue" )
$Subsystem:                     Turret14, 0.6, 2.0
	$Default PBanks:        ( "Long Range Flak" "Long Range Flak" )
$Subsystem:                     Turret15, 0.6, 2.0
	$Default PBanks:        ( "Long Range Flak" "Long Range Flak" )
$Subsystem:                     Turret16, 0.6, 2.0
	$Default PBanks:        ( "Long Range Flak" "Long Range Flak" )
$Subsystem:                     Turret17, 0.6, 2.0
	$Default PBanks:        ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" )
$Subsystem:                     Turret18, 0.6, 2.0
	$Default PBanks:        ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" )
$Subsystem:                     Turret19, 0.6, 2.0
	$Default PBanks:        ( "Long Range Flak" "Long Range Flak" "Long Range Flak" )
$Subsystem:                     Turret20, 0.6, 2.0
	$Default PBanks:        ( "Long Range Flak" "Long Range Flak" "Long Range Flak" )
$Subsystem:                     Turret21, 0.6, 2.0
	$Default PBanks:        ( "Standard Flak" "Standard Flak" )
$Subsystem:                     Turret22, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret23, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret24, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret25, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret26, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret27, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret28, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret29, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret30, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )

;Small flat turrets (suitable for anti-fighter beams or missiles)

$Subsystem:                     Turret31, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret32, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret33, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret34, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret35, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret36, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret37, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret38, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret39, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret40, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret41, 0.3, 2.0
	$Default PBanks:        ( "Piranha" )
$Subsystem:                     Turret42, 0.3, 2.0
	$Default PBanks:        ( "Piranha" )
$Subsystem:                     Turret43, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret44, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret45, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret46, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret47, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret48, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret49, 0.3, 2.0
	$Default PBanks:        ( "Piranha" )
$Subsystem:                     Turret50, 0.3, 2.0
	$Default PBanks:        ( "Piranha" )

;Beam Turrets

$Subsystem:                     Turret51, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret52, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret53, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret54, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret55, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret56, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret57, 0.3, 2.0
	$Default PBanks:        ( "Piranha" )
$Subsystem:                     Turret58, 0.3, 2.0
	$Default PBanks:        ( "Piranha" )
$Subsystem:                     Turret59, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret60, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret61, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret62, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret63, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret64, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret65, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret66, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret67, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret68, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret69, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret70, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     Turret71, 0.3, 2.0
	$Default PBanks:        ( "AAAf" )
$Subsystem:                     navigation,     3, 0.0
$Subsystem:                     communication,  3, 0.0
$Subsystem:                     weapons,        5, 0.0
$Subsystem:                     sensors,        5, 0.0
$Subsystem:                     engine01,    7, 0.0
	$Engine Wash:	Default1500
$Subsystem:                     engine02,    7, 0.0
	$Engine Wash:	Default1100
$Subsystem:                     engine03,   7, 0.0
	$Engine Wash:	Default1500
$Subsystem:                     engine04,   7, 0.0
	$Engine Wash:	Default1500
$Subsystem:                     fighterbay,     0, 0.0

;-------------------end archangel ship settings-----------

;-------------weapons.tbl additions-----------------
$Name:							SuperBlue

$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:                      1700.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     30.0				;; in seconds
$Damage:                        100000				;; 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:                      120.0				;; 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:       500.0
$BeamInfo:
	+Type:						0					;; 0 - 4 are valid #'s
	+Life:		  				4.0					;; how long it lasts once the beam is actually firing
	+Warmup:		  			8200				;; warmup time in ms
	+Warmdown:					9999				;; warmdown time in ms
	+Radius:		  			1000.0				;; muzzle glow radius in meters
	+PCount:					80					;; particles spewed every interval
	+PRadius:					2.5					;; 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:				162					;; associated warmup sound
	+WarmdownSound:				163					;; associated warmdown sound
	+Muzzleglow:				beamglow8			;; 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:					2.5			;; what percentage of max width we subtract per second
	$Section:										;; one section of the beam (you can have up to 5)
		+Width:				700					;; width of the section
		+Texture:				beam-dblue			;; texture for this section
		+RGBA Inner:			0 0 0 255		      ;; 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:					10					;; hehe
	$Section:										;; one section of the beam
		+Width:					850					;; width of the section
		+Texture:				beam-saph			;; texture for this section
		+RGBA Inner:			0 0 0 255		      ;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.45				;; how much it flickers (0.0 to 1.0)
		+Zadd:					7.5					;; hehe
	$Section:										;; one section of the beam (you can have up to 5)
		+Width:					950.0				;; width of the section
		+Texture:				beam-saph2			;; texture for this section
		+RGBA Inner:			0 0 0 255		      ;; 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:					5					;; hehe
	$Section:										;; one section of the beam
		+Width:					1000.0				;; width of the section
		+Texture:				beam-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 255			;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5					;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0					;; hehe

$Name:							BFBlue

$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:                      1700.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     30.0				;; in seconds
$Damage:                        2200				;; 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:					4250				;; 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
	+Warmup:		  			4100				;; warmup time in ms
	+Warmdown:					5150				;; warmdown time in ms
	+Radius:		  			160.0				;; 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:				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:				162					;; associated warmup sound
	+WarmdownSound:				163					;; associated warmdown sound
	+Muzzleglow:				beamglow8			;; 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-dblue			;; texture for this section
		+RGBA Inner:			0 0 0 255		      ;; 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-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 255		      ;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.45				;; 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-dblue			;; texture for this section
		+RGBA Inner:			0 0 0 255		      ;; 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-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 255			;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5					;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0					;; hehe


$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:                     35.0				;; in seconds
$Damage:                        2200				;; 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:       120.0
$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:				0.3 0.4 0.8 1.1 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:				beamglow8			;; 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:					90					;; width of the section
		+Texture:				beam-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 255		;; 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:					110					;; width of the section
		+Texture:				beam-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 255			;; 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:					130.0				;; width of the section
		+Texture:				beam-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 255		;; 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:					180.0				;; width of the section
		+Texture:				beam-dblue2			;; texture for this section
		+RGBA Inner:			0 0 0 255			;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 255			;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5					;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0					;; hehe

$Name:							BBlue

$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:                      1800.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     35.0				;; in seconds
$Damage:                        1500				;; 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:                      25.0            	;; 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:					4500				;; 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:       60.0
$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:		  			110.0			;; muzzle glow radius in meters
	+PCount:					40				;; 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:				0.8 0.9 0.9 1.5 1.2				;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					147				;; the looping beam-firing sound
	+WarmupSound:				162				;; associated warmup sound
	+WarmdownSound:				163				;; associated warmdown sound
	+Muzzleglow:				beamglow8		;; muzzle glow bitmap
	+Shots:						0				;; 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
	$Section:									;; one section of the beam (you can have up to 5)
		+Width:					25				;; width of the section
		+Texture:				beam-dblue		;; 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:				0.0				;; how much it flickers (0.0 to 1.0)
		+Zadd:					4.0				;; hehe
	$Section:									;; one section of the beam
		+Width:					30				;; width of the section
		+Texture:				beam-dblue2		;; 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:					40.0			;; width of the section
		+Texture:				beam-dblue		;; texture for this section
		+RGBA Inner:			255 255 255 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			255 0 0 255	      ;; 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:					50.0			;; width of the section
		+Texture:				beam-dblue		;; 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

;------end weapon.tbl additions----------
-------------
Disclaimer
-------------

These files are provided without any kind of warranty or assurance for its working 
condition. I do not hold responsibility for any damage caused by the files included
here to your computer.

----------
Contact
----------
Please send questions, comments, and error reports to:
cek_83@hotmail.com





