#primary weapons

$Name:			Prometheus R#HoL
+Title: XSTR("HLW-5a Prometheus (retrofit) Cannon", 3270) 
+Description: 
XSTR( 
"Medium Energy Usage 
Level 4 Hull Damage 
Level 1 Shield Damage", 3271) 
$end_multi_text 
+Tech Title: XSTR("GTW-5a Prometheus R", 3272) 
+Tech Anim: Tech_GTW-5a_Prometheus_R 
+Tech Description: 
XSTR( 
"The GTW-5a Prometheus R is a modified version of the original Prometheus weapon. With the link to Earth severed, the GTVA had been unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module) to continue to manufacture the standard Prometheus. GTVA engineers modified the original design to incorporate some of the advanced electromagnetic mechanisms of the Banshee. The technology has not been perfected, however, and the Prometheus R suffers from a long recharge cycle and high energy requirements.", 3273) 
$end_multi_text 
$tech model: wep_promr_tech.pof
$Model File: none 
@Laser Bitmap:		PrometheusRHoLBitmap
@Laser Glow:		Prometheus_Glow
@Laser Color:		250, 0, 0
@Laser Color2:		250, 0, 0
@Laser Head Radius:	1.2
@Laser Tail Radius:	1.2
$Mass: 0.2 
$Velocity: 550.0 ;; speed of the weapon (initially) -- may or may not change 
$Fire Wait: 0.45 ;; in seconds 
$Damage: 20 
$Damage Type:		NormalWeapon
$Armor Factor: 1.5 
$Shield Factor: 1.0 
$Subsystem Factor: 0.35 
$Lifetime: 2.2 
$Energy Consumed: 0.60 ;; Energy used when fired 
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo 
$Homing: NO 
$LaunchSnd: 79 ;; The sound it makes when fired 
$ImpactSnd: 85 ;; The sound it makes when it hits something 
+Weapon Range: 900
$Flags: ( "player allowed") 
$Icon: iconPromR 
$Anim: PromR 
$Impact Explosion:			Shivan_Impact02
$Impact Explosion Radius:	2.4
$Piercing Impact Explosion:			exp06
$Piercing Impact Radius:			1.2
$Piercing Impact Velocity:			10
$Piercing Impact Splash Velocity:	-2.5
$Piercing Impact Variance:			0.01
$Piercing Impact Particles:			5
$Muzzleflash:		Hmuzzle

$Name: Mekhu HL-8 
+Title: XSTR("HLW Mekhu HL-8", 3250) 
+Description: 
XSTR( 
"Standard Issue 
Level 3 Hull Damage 
Level 3 Shield Damage", 3251) 
$end_multi_text 
+Tech Title: XSTR("Mekhu HL-7", 3252) 
+Tech Anim: Tech_Mekhu_HL-7 
+Tech Description: 
XSTR( 
"The HL-8 is a variant of the Mekhu HL-7, upgraded by Abdaraxus Clade for Hammer of Light use.", 3253) 
$end_multi_text 
$tech model: wep_subach_tech.pof
$Model File: none 
@Laser Bitmap: hl7core 
@Laser Glow: Big_Glow 
@Laser Color: 250, 250, 0 
@Laser Color2: 250, 75, 0 
@Laser Length: 16.0 
@Laser Head Radius: 0.75 
@Laser Tail Radius: 0.75 
$Mass: 0.3 
$Velocity: 600.0 ;; speed of the weapon (initially) -- may or may not change 
$Fire Wait: 0.15 ;; in seconds 
$Damage: 14 
$Detonation Range: 1200.0
$Armor Factor: 0.9 
$Shield Factor: 0.8 
$Subsystem Factor: 0.3 
$Lifetime: 2.1 ;; 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: 1500 ;; Limit to range at which weapon will actively target object 
$Flags: ("player allowed" "stream") 
$Icon: iconSD4 
$Anim: SD4 
$Impact Explosion: MS_Impact
$Impact Explosion Radius: 2.0 
$Muzzleflash: PWMuzzle

$Name:                                  HOL Turret
$Model File:                    none
@Laser Bitmap:                  holturretbitmap
@Laser Glow:								   big_glow_2
@Laser Color:								   250, 250, 0
@Laser Color2:								   250, 75, 0
@Laser Length:       10.0
@Laser Head Radius:  4.0
@Laser Tail Radius:  4.0
$Mass:                                  0.4
$Velocity:                              275.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                             1.0                     ;; in seconds
$Damage:                                35
$Detonation Range:              1370.0
$Armor Factor:                  1.25
$Shield Factor:                 0.85
$Subsystem Factor:              0.75
$Lifetime:                              5.0
$Energy Consumed:               0.30                            ;; Energy used when fired
$Cargo Size:                    0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                                        NO
$LaunchSnd:                             110                             ;; The sound it makes when fired
$ImpactSnd:                             85                                      ;; The sound it makes when it hits something
$Flags:                                 ("Big Ship")
$Icon:                                  icongun03
$Anim:                                  LoadGun02
$Impact Explosion:      Vapula_Impact
$Impact Explosion Radius: 10.0
$Muzzleflash: CMuzzle_big

$Name:                                  HOL Huge Turret
$Model File:                    none
@Laser Bitmap:                  holturretbitmap
@Laser Glow:								   big_glow_2
@Laser Color:								   250, 250, 0
@Laser Color2:								   250, 75, 0
@Laser Length:       20.0
@Laser Head Radius:  7.0
@Laser Tail Radius:  7.0
$Mass:                                  0.4
$Velocity:                              175.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                             3.0                     ;; in seconds
$Damage:                                        100
$Detonation Range:              2099.0
$Armor Factor:                  1.25
$Shield Factor:                 0.5
$Subsystem Factor:              0.75
$Lifetime:                              12.0
$Energy Consumed:               0.30                            ;; Energy used when fired
$Cargo Size:                    0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                                        NO
$LaunchSnd:                             111                                     ;; The sound it makes when fired
$ImpactSnd:                             85                                      ;; The sound it makes when it hits something
$Flags:                                 ("Big Ship")
$Icon:                                  icongun03
$Anim:                                  LoadGun02
$Impact Explosion:      Vapula_Impact
$Impact Explosion Radius: 20.0
$Muzzleflash: CMuzzle_big

$Name: AAAhol 
$Model File: none ; laser1-1.pof 
@Laser Bitmap: laserglow01 
@Laser Color: 250, 250, 0 
@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: 5.5 ;; in seconds 
$Damage: 14 ;; 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: 40.0 ;; 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: 124 ;; The sound it makes when fired 
$ImpactSnd: 88 ;; The sound it makes when it hits something 
+Weapon Range: 1500 ;; Limit to range at which weapon will actively target object 
$Flags: ("Big Ship" "beam") 
$Icon: icongun05 
$Anim: LoadGun07 
$Impact Explosion: ExpMissileHit1 
$Impact Explosion Radius: 10.0 
$BeamInfo: 
    +Type: 3 ;; 0 - 4 are valid #'s 
    +Life: 2.5 ;; how long it lasts once the beam is actually firing 
    +Warmup: 1500 ;; warmup time in ms 
    +Warmdown: 1200 ;; warmdown time in ms 
    +Radius: 20.0 ;; muzzle glow radius in meters 
    +PCount: 12 ;; particles spewed every interval 
    +PRadius: 1.2 ;; particle radius 
    +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated 
    +PAni: particle_yellow ;; 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: 149 ;; the looping beam-firing sound 
    +WarmupSound: 151 ;; associated warmup sound 
    +WarmdownSound: 161 ;; associated warmdown sound 
    +Muzzleglow: holbeamglow ;; 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 
    $Section: ;; one section of the beam (you can have up to 5) 
    +Width: 4.0 ;; width of the section 
    +Texture: holbeambitmap ;; 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 (you can have up to 5) 
    +Width: 4.0 ;; width of the section 
    +Texture: holbeambitmap ;; 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 

#end

#secondary weapons

$Name: @Tempest#HoL
+Title: XSTR("HLM MX-6 Tempest Missile", 3317) 
+Description: 
XSTR( 
"Standard Issue 
High-Payload Dumbfire", 3318) 
$end_multi_text 
+Tech Title: XSTR("GTM MX-6 Tempest", 3319) 
+Tech Anim: Tech_GTM_MX-6_Tempest 
+Tech Description: 
XSTR( 
"The GTM MX-6 Tempest improves upon its predecessor, the Fury missile. Faster and more deadly than the Fury, the Tempest is also smaller, enabling flight crews to load more into each Secondary weapon bay. The Tempest is a dumbfire missile, moving in a straight line from its point of release. The missile detonates when it strikes a solid object or when it reaches its effective range of approximately 600 meters. Tempests are best used at close range. With a velocity of 360 m/s, nothing outruns a Tempest.", 3320) 
$end_multi_text 
$tech model: tempest-tech.pof
$Model File: Tempest.pof 
$Mass: 0.1 
$Velocity: 360.0 
$Fire Wait: 0.30 
$Damage: 45 ;; damage applied when within inner radius 
$Damage Type:		NormalWeapon
$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: 0.9 
$Shield Factor: 0.5 
$Subsystem Factor: 0.6 
$Lifetime: 1.8 
$Energy Consumed: 0.0 ;; Energy used when fired 
$Cargo Size: 0.25 ;; Amount of space taken up in weapon cargo 
$Homing: NO 
$LaunchSnd: 90 ;; The sound it makes when fired 
$ImpactSnd: 88 ;; The sound it makes when it hits something 
$FlyBySnd: -1 
$Rearm Rate: 12.0 ;; number of missiles/sec that are rearmed 
$Flags: ("player allowed") 
$Trail:
	+Start Width:	0.137094
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.6
	+Bitmap:		missiletrail05
$Icon: iconTempest 
$Anim: Tempest 
$Impact Explosion: ExpMissileHit1 
$Impact Explosion Radius:	6.74
$Piercing Impact Explosion:			exp06
$Piercing Impact Radius:			3.375
$Piercing Impact Velocity:			20
$Piercing Impact Splash Velocity:	-5
$Piercing Impact Variance:			0.1
$Piercing Impact Particles:			5
$Thruster Flame Effect:		missilethruster05
$Thruster Glow Effect:		missileglow05

$Name: Cyclops#HoL 
+Title: XSTR("HLM 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 
$tech model: cyclops-tech.pof
$Model File: cyclops.pof 
$Mass: 25.0 
$Velocity: 95.0 
$Fire Wait: 20.0 
;; note, damage toned down until ai and turrets start shooting at bombs. 
$Damage: 2000 ;; damage applied when within inner radius 
$Damage Type:		HugeWeapon
$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. 
$Shockwave model: shockwave
$Shockwave name:	shockwave01
$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: 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: 5.0 ;; Minimum lock time (in seconds) 
    +Lock Pixels/Sec: 35 ;; Pixels moved per sec while locking 
    +Catch-up Pixels/Sec: 70 ;; 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" "player allowed" "particle spew") 
$Trail:
	+Start Width:	1.028
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.8
	+Bitmap:		missiletrail05
$Icon: iconcyclops 
$Anim: cyclops 
$Impact Explosion: ExpMissileHit1 
$Impact Explosion Radius:	23.52
$Piercing Impact Explosion:			exp04
$Piercing Impact Radius:			11.76
$Piercing Impact Velocity:			25
$Piercing Impact Splash Velocity:	-25
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			10
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.56
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew05
$Thruster Flame Effect:		missilethruster05
$Thruster Glow Effect:		missileglow05


#end