#Primary Weapons $Name: SRed +nocreate $BeamInfo: +Radius: 60.0 ;; muzzle glow radius in meters +Muzzleglow: SbeamAglow ;; muzzle glow bitmap +Shots: 1 $Section: ;; one section of the beam +Index: 0 +Width: 10.0 ;; width of the section +Texture: SbeamAA ;; 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: 0.3 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe +Tile Factor: 90, 2 +Translation: -2 $Section: ;; one section of the beam (you can have up to 5) +Index: 1 +Width: 6.0 ;; width of the section +Texture: SbeamAB ;; 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: 0.2 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Index: 2 +Width: 30.0 ;; width of the section +Texture: SbeamAC ;; 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: 0.001 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe +Tile Factor: 310, 2 +Translation: -2 $Section: ;; one section of the beam +Width: 120.0 ;; width of the section +Texture: SbeamAD ;; 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: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe $Section: ;; one section of the beam +Width: 90.0 ;; width of the section +Texture: SbeamAE ;; 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: 0.2 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe $Name: LRed +nocreate $BeamInfo: +Radius: 100.0 ;; muzzle glow radius in meters +Muzzleglow: SbeamAglow ;; muzzle glow bitmap +Shots: 1 $Section: ;; one section of the beam +Index: 0 +Width: 20.0 ;; width of the section +Texture: SbeamAA ;; 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: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe +Tile Factor: 90, 2 +Translation: -2 $Section: ;; one section of the beam (you can have up to 5) +Index: 1 +Width: 10.0 ;; width of the section +Texture: SbeamAB ;; 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: 0.01 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Index: 2 +Width: 60.0 ;; width of the section +Texture: SbeamAC ;; 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: 0.001 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe +Tile Factor: 310, 2 +Translation: -3 $Section: ;; one section of the beam +Width: 200.0 ;; width of the section +Texture: SbeamAD ;; 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: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe $Section: ;; one section of the beam +Width: 150.0 ;; width of the section +Texture: SbeamAE ;; 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: 0.2 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe $Name: BFRed +nocreate $BeamInfo: +Radius: 210.0 ;; muzzle glow radius in meters +Muzzleglow: SbeamAglow ;; muzzle glow bitmap +Shots: 1 $Section: ;; one section of the beam +Index: 0 +Width: 20.0 ;; width of the section +Texture: SbeamAA ;; 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: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe +Tile Factor: 90, 2 +Translation: -2 $Section: ;; one section of the beam (you can have up to 5) +Index: 1 +Width: 20.0 ;; width of the section +Texture: SbeamAB ;; 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: 0.01 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Index: 2 +Width: 70.0 ;; width of the section +Texture: SbeamAC ;; 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: 0.001 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe +Tile Factor: 310, 2 +Translation: -3 $Section: ;; one section of the beam +Width: 40.0 ;; width of the section +Texture: SbeamAF ;; 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: 0.001 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe +Tile Factor: 230, 2 +Translation: -4 $Section: ;; one section of the beam +Width: 400.0 ;; width of the section +Texture: SbeamAD ;; 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: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe $Section: ;; one section of the beam +Width: 320.0 ;; width of the section +Texture: SbeamAE ;; 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: 0.2 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe $Name: AAAf +nocreate $BeamInfo: +Radius: 10.0 ;; muzzle glow radius in meters +Muzzleglow: AAAbeamAglow ;; muzzle glow bitmap +Shots: 1 ;;need to remember to remove this $Section: ;; one section of the beam (you can have up to 5) +Index: 0 +Width: 2.0 ;; width of the section +Texture: AAAbeamAA ;; 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 +Tile Factor: 30, 2 +Translation: -4 $Section: ;; one section of the beam +Index: 1 +Width: 3.0 ;; width of the section +Texture: AAAbeamAB ;; 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: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe +Tile Factor: 90, 2 +Translation: -3 $Section: ;; one section of the beam +Index: 2 +Width: 4.0 ;; width of the section +Texture: AAAbeamAD ;; 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: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe +Tile Factor: 70, 2 +Translation: -5 $Section: ;; one section of the beam +Width: 10.0 ;; width of the section +Texture: AAAbeamAC ;; 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: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe +Tile Factor: 240, 2 +Translation: -3 $Name: TerSlash +nocreate $BeamInfo: +Type: 1 ;; 0 - 4 are valid #'s +Life: 2.0 ;; how long it lasts once the beam is actually firing +Warmup: 3000 ;; warmup time in ms +Warmdown: 1500 ;; warmdown time in ms +Radius: 50.0 ;; 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: particleexp01 ;; particle ani +Miss Factor: 0.5 0.975 1.35 1.875 2.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 145 ;; the looping beam-firing sound +WarmupSound: 153 ;; associated warmup sound +WarmdownSound: 157 ;; associated warmdown sound +Muzzleglow: GreenBeamGlow ;; 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) +Index: 0 +Width: 17 ;; width of the section +Texture: TerBeam3Core ;; 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: 8 ;; hehe +Tile Factor: 12, 1 +Translation: -18 $Section: ;; one section of the beam +Index: 1 +Width: 28 ;; width of the section +Texture: TerBeam4Core ;; 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: 0.05 ;; how much it flickers (0.0 to 1.0) +Zadd: 6 ;; hehe +Tile Factor: 12, 1 +Translation: -13 $Section: ;; one section of the beam (you can have up to 5) +Index: 2 +Width: 35.0 ;; width of the section +Texture: TerBeam2Glow ;; 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: 0.2 ;; how much it flickers (0.0 to 1.0) +Zadd: 3 ;; hehe +Tile Factor: 12, 1 +Translation: -7 $Section: ;; one section of the beam +Width: 60.0 ;; width of the section +Texture: TerBeam2GlowHaze ;; 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: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0 ;; hehe +Tile Factor: 12, 1 +Translation: -3 #End