#Primary Weapons

$Name:			Maxim
+nocreate
@Laser Head Radius:							2.0
@Laser Tail Radius:							2.0
$Mass:                                 0.15

$Name:                          SRed
+nocreate
$Fire Wait:                     10.0            ;; in seconds
$Lifetime:                      30.0            ;; How long this thing lives

$Name:                          SAAA
+nocreate
$Mass:                          100.0
$Damage:                        15
$Lifetime:                      60.0
$BeamInfo:
    +Miss Factor:		2.0 1.5 1.0 0.7 0.4

$Name:                          AAAf
+nocreate
$BeamInfo:
	+Miss Factor:				2.2 1.65 1.1 0.77 0.44

$Name:                          AAAh
+nocreate
$BeamInfo:
	+Miss Factor:				2.2 1.65 1.1 0.77 0.44

$Name:                          S-AAA-Weak
+nocreate
$BeamInfo:
	+Miss Factor:				2.0 1.5 1.0 0.7 0.4

$Name:                          TerSlash
+nocreate
$BeamInfo:
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5

$Name:                          LTerSlash
+nocreate
$BeamInfo:
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5

$Name:							BGreen
+nocreate
$BeamInfo:
	+Miss Factor:				2.0 1.5 1.0 0.7 0.4

$Name:							SGreen
+nocreate
$BeamInfo:
	+Miss Factor:				2.0 1.5 1.0 0.7 0.4

$Name:							SVas
+nocreate
$BeamInfo:
	+Miss Factor:				2.0 1.5 1.0 0.7 0.4

$Name:							BVas
+nocreate
$Damage:                        1200
$BeamInfo:
	+Miss Factor:				0.5 0.6 1.0 1.4 1.7

$Name:                          VSlash
+nocreate
$Damage:                        350
$BeamInfo:
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5

$Name:							Standard Flak
+nocreate
$Damage:						20

$Name:							Heavy Flak
+nocreate
$Damage:						40

#End

#Secondary Weapons

$Name:			@Rockeye
+nocreate
$Velocity:								210.0
$Damage:								55
$Subsystem Factor:						0.5
$Cargo Size:							2.0
$Homing:								YES
	+Turn Time:							0.65
	+View Cone:							110.0

$Name:									@Tornado
+nocreate
$Velocity:								170.0
$Damage:								20.0
$Lifetime:								8.5
$Cargo Size:							2.5
$Homing:								YES
	+Turn Time:							1.15

$Name:                                 Cyclops
+nocreate
$Damage:								1250
$Subsystem Factor:						2.0

; ----------------------------------------------------------------------------------
; Shivan bomb 1
;
$Name:                                 Shivan Bomb
+Title:                                XSTR("Shivan Bomb", -1)
+Description:
XSTR(
"Special Issue
Anti-Cruiser Bomb
Non-conventional Warhead
", -1)
$end_multi_text
+Tech Description:
XSTR(
"GTM-12 Cyclops

The GTM-12 has been in service for over fifteen years in the GTA arsenal. It is the standard ultra-high delivery weapon system, utilizing the latest in propulsion and
guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapons system in the fleet. Although it was developed shortly after the
Great War ended, its excellent performance has kept it firmly in the role of primary assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.", -1)
$end_multi_text
$Model File:							belial.pof
$Mass:									25.0
$Velocity:								95.0
$Fire Wait:								20.0
;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage:								720													;; 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:						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:						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")
$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

$Name:                                  Unknown Bomb
+nocreate
$Shield Factor:                 0.0

$Name:                                  Unknown Megabomb
+nocreate
$Shield Factor:         0.0

$Name:                                  @Fusion Mortar
+nocreate
$Inner Radius:                  0.0                                     ;; radius at which damage is full (0 for impact only)
$Outer Radius:                  0.0

$Name:                                  Vasudan Flux Cannon
+nocreate
$Inner Radius:                  0.0                                     ;; radius at which damage is full (0 for impact only)
$Outer Radius:                  0.0

$Name:                                  FighterKiller
+nocreate
$Inner Radius:                  0.0                                             ;; radius at which damage is full (0 for impact only)
$Outer Radius:                  0.0

$Name:                                  Swarmer
+nocreate
$Inner Radius:                  0.0                                             ;; radius at which damage is full (0 for impact only)
$Outer Radius:                  0.0

$Name:                                  Cluster Baby
+nocreate
$Inner Radius:                  0.0                                     ;; radius at which damage is full (0 for impact only)
$Outer Radius:                  0.0

$Name:                                  Cluster Baby Weak
+nocreate
$Inner Radius:                  0.0                                     ;; radius at which damage is full (0 for impact only)
$Outer Radius:                  0.0

#End