#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